374462 No.15269441
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.
After this thread is culled, please post criticism/bugs/etc here: >>>/agdg/32002
Demos
More will come as devs get ready
>>>/v/15269297
>>>/v/15269413
>>>/agdg/31994
374462 No.15269442
ANCHOR POST FOR LATE DEVS
b4a98d No.15269445
for the record, webm in >>>/v/15269297 is basically the entire demo
the entire thing is just to see if mechanics work, haven't really had time to add real content
aa4777 No.15269452
>>15269442
An Ancient Evil Has Awoken is a hacky slashy I wrote over the last five weeks.
I want to make an adventure hack'n'slash game, and I figured getting something going for demo day would be a good starting point.
Demo does not actually feature Ancient Evils due to budget constraints.
This demo also features multiplayer, you can join my server with /connect 213.46.109.238 (ctrl+v works in chat). Pls join.
Requires a OpenGL 3.3 compliant GPU.
Windows 64-bit: https://mega.nz/#!J5EVyIyJ!zrllH2lvWFNDZvWntdYGvV4hgwHtspSMuGiImWJ1jfA
Linux: https://mega.nz/#!ZhU1nIab!XgIXynqSpu4u6m4BAuBAVqtqXrldC-zLnyGSlzxBrGw (I haven't yet researched how to make a proper linux release, so you'll need to install the following dependencies: libsdl2-2.0 libopenal libpng16 (libc and libm are also required but you probably have those already.))
23f689 No.15269459
>>15269452
>enemies fight each other
ADVANCED AI
e38c82 No.15269500
SHINOBU GAME INSTRUCTIONS
>>>/v/15269413
You can approach her face and she will respond depending on her mood. If you get really close to her cheeks it will count as a kiss and she will respond. You can headpat her by moving your hand over her head until it turns green and drag while holding right click. You can bully her like this. Then you can look up her skirt. And then you can make her sit down with C and play chopsticks.
aa4777 No.15269509
>>15269459
I mean, if I'm gonna make a game work with hundreds of entities at the same time I can't NOT implement it.
bf5188 No.15269742
>>15269500
Don't sell yourself short shinobuanon, make a proper post.
43208c No.15269767
5b97ec No.15269803
>mfw haven't gotten my engine to playable state yet
n-next time
187551 No.15269836
>>15269742
you better delet this vile smut or else
f40c15 No.15269858
>>15269852
This is relevant to game demos, I agree.
That being said, fuck it I'll at least export my project and show basically nothing. At least I can say I did it. See you later today, anons.
4d0ae1 No.15269878
>>15269509
>it's raining men
400e69 No.15269922
>>15269803
Don't worry Anon, you'll make it, better to release something actually playable rather than a half-baked piece of shit.
2cb5c6 No.15269940
>>15269922
Tell that to no man's sky
8be248 No.15270175
>>15269442
Edengrall Tour
This demo is a simple test for terrain and building collision testing and level design, the terrain has been made using my brother's biome editor that will allow us to automatically populate empty areas with props and objects depending on the biome, the buildings were made by me in blender, they have simplified collision meshes (ramps instead of stairs and stuff)
The city looks ugly right now because we are using placeholder materials/textures, also Adam's movements are clunky and several animations are missing, we will remake the entire animation controller and get proper animations for the next demoday as well as textures and make new materials for all meshes
Windows:
http://www.mediafire.com/file/hrh6qvashkvcdk9/07-08-2018.7z/file
Linux (not tested yet, we are both dirty windows users)
http://www.mediafire.com/file/6mjpy76587ut788/07-08-2018-linux.7z/file
If you get stuck or fall off the map press R to respawn
8be248 No.15270196
Oh yeah forgot to link the thread
Please post glitches you find here
>>>/agdg/30488
aafbe9 No.15270245
Won't you smite me if I post my demo tomorrow ? I'm at work doing overtime fuck
40cb40 No.15270350
>>15270245
you'll be fine. I'll give you feedback
116964 No.15270438
would you mind playing a demo that requires steam to play?
09e76f No.15270459
>>15270175
Loonix version werks. Switching workspace (equivalent to alt-tab) or window focus breaks mouse grab so you can't pan the camera indefinitely left and right, i.e. you can only turn until the invisible mouse hits the window borders. ESC to release mouse, then click to re-acquire doesn't fix it, neither does toggling fullscreen. Water reflections go through the world when the camera is almost flat against the water, pics related. The camera likes to pop out through the ceiling in some places. The top level of the middle building in particular suffered this problem a lot. Sometimes it feels like the movement speed is too slow, thought that might be because the environment is so barren. You need a ton of props and detailing to make it interesting. Dirt should have elevation differences, fields outside the walls should have rocks and stuff on them, the city interior needs people, paths, benches, lights, fallen leaves, grass. Buildings need weathering and a bunch of interior stuff. This is ofc. stuff you already know, I just want to make clear that a large space like that will need lots of work to be interesting.
aa4777 No.15270464
>>15270438
Why does it require steam?
116964 No.15270495
>>15270464
because we're aiming to launch through steam and that's how it's coded right now, trying to launch through steam won't let you do much other than walk around and swing your sword
56d0ed No.15270526
>>15270438
>requires steam to play
Your game is shit.
09e76f No.15270564
>>15269452
Loonix build works. Does not have mouse grab issues. Resizes according to it's window size like it should. Excellent. It would be nice if left-right was actually a combo that let you slice faster. As it is, there's no reason not to just spam left. The character should always be looking in the camera direction, so if you walk back you're not turning your back on the enemy, you'll just backpedal instead. Make movement have momentum, so panning actually requires some time for the character to turn. Not a lot, just a bit, preferably such that smaller turns that just involve moving the torso are fast, but a 180 that involves the legs take more time. Add a block and a roll and you've got yourself a dark souls competitor.
8be248 No.15270570
>>15270459
Oh thanks for checking the Linux version for us
Adding props outside will be easy, my brother's system will place stuff procedurally, the city interiors will be made by hand, so it will take a while indeed.
If everything goes very well i might add the other two characters i made to the next demoday build, but we will be focusing on movement, animations and improving the graphics, so we are not sure we will have time
Thanks for the feedback
399117 No.15270642
09e76f No.15270699
Awesome animations, looks even better when you're actually playing it. I have no fucking idea how to play chopsticks. I assume closed fists means I've lost. How do you into headpats? I seem to just tug her hair. Either way, no modeled vagina, 0/10.
aa4777 No.15270751
>>15270564
Many thank for play.
>Does not have mouse grab issues. Resizes according to it's window size like it should. Excellent.
sasuga SDL
Some of the gameplay points you mention are actually in the game (combo & momentum), just not well tuned. (It only makes a difference of a few frames.) I'll make them more noticeable.
>The character should always be looking in the camera direction, so if you walk back you're not turning your back on the enemy, you'll just backpedal instead.
This is something I'm on the fence about. Dark Souls actually has both at once. If you're not locked on, you have the behavior the demo has, but if it's on, you have the behavior that you described.
I do agree that for the content currently in the game, the lock-on behavior is most likely better as it is on the slow side and you wont be doing anything like attacking in a direction other than forwards. But I aim to create something more towards the arcade side, like Vindictus, where movement and rotation is a lot more frequent.
>Add a block and a roll and you've got yourself a dark souls competitor.
If you have any ideas, I'd love to hear them. I'm returning to the design board over the next few days. Now that the heat wave is FUCKING FINALLY taking a break here, I can actually think.
844caa No.15270891
>>15269442
Untitled Zero Ripoff
An action platformer that borrows most of its mechanics (currently) from the Mega Man Zero series.
This is my first post showing this game, as due to lack of time/motivation, I haven't had anything really worth showing prior to this, but demoday gave me the inspiration to put in some actual progress into it.
This demo features 1 level, and 1 boss fight.
The level and boss were both designed and programmed in about a week, so expect it to be poorly balanced.
Most of the assets are placeholders.
CONTROLS
Keyboard and controller are both supported, although the ability to rebind keys has not been implemented yet.
>Controller, assuming xbox controller layout
B button to Jump, A to Attack, Right bumper to dash, and d-pad/left analogue to move
>Keyboard
Z To jump, A to Attack, Left shift to dash, arrow keys to move
KNOWN ISSUES:
- Music does not loop correctly
- Background color is not reset when quitting to menu from the game
- Collision with the world for small objects, like the small slime enemy, is buggy. I've set up the level design so that the cases that cause errors won't show up, but I might have missed something.
- Map loading/drawing is somewhat unoptimized, there will be a small stutter whenever loading the main level. There shouldn't be any performance issues after loading though.
DOWNLOADS
>Windows
https://mega.nz/#!KZJXAA5K!SDjpHpRduKRaJthm79h5FPSbH6mRyy3MXBVS3a_BH_8
Just extract all the files and run the .exe
>Linux and >mac
https://mega.nz/#!HUJVHSjK!ZOiqtWDhQwyC38DtHiLiyl5xKkAYjEqCbeL75unXjx4
Download the runtimes at https://love2d.org/ and follow the instructions here with the downloaded .love file : https://love2d.org/wiki/Getting_Started
The source code is also freely viewable by opening either the .exe or .love file with an archive manager
09e76f No.15270923
Works in wine on loonix. The camera is wonky. It doesn't follow the mouse tightly enough, lags too much behind. Makes it difficult to control. I don't like the inverted Y axis, please make that and option in the settings. Is there supposed to be a climb animation on the small hill? Either way, good work so far.
09e76f No.15271026
>>15270891
So apparently I'm fucking awful at platformers and can't get past the first level. Though the button layout could be better. Put jump on spacebar, so you can have a finger on each control at all times and maybe attack on D so you can use your index finger.
187551 No.15271050
>>15270923
it's not everywhere. i could put more links manually later, but right now the automatic generation isn't perfect
a8700f No.15271096
>>15269442
Sigma II Game Engine
This engine has full 3-D collision detection, but no Occlusion Culling. I was working on the feature for this demo day but I wasn't able to finish it on time. It works sometimes but it just has a lot of bugs, and I couldn't fix them for demo day. This demo lets you fly around a test map. The manual explains all the console commands, etc, that you can do.
It has native binaries for windows and linux, the linux version has a bug where you have to bind the controls yourself, so if you are on linux you need to type into the console:
bind w +forward
bind s +back
bind a +left
bind d +right
to move around the world.
This time, it's a poor demo, but in the winter I expect to have a much nicer demo to show off. Mostly because all of the work went into a feature that I can't show off here.
https://mega.nz/#!kVQDlIrY!U8ozroF4nvhsg1jg7k4PDF8sMNWZk_cQ9A2NyBVR0cA
7a0226 No.15271109
>>15270495
crack your own game :^)
40cb40 No.15271125
>>15270438
I'll play it using a dummy account
unless you won't post it today, then make both a non-steam and steam versions
179434 No.15271214
>>15270891
I'm getting an error whenever I attempt to change the resolution using the options menu. Resizing it by dragging the edges of the window worked fine
0bfa87 No.15271233
>>15270891
>>15271026
I agree with the button layout, it's a bit weird having to use shift, A and Z. I think space or maybe X instead of A might work better.
399117 No.15271469
>>15270438
Would it be possible to make a non-steam version in the future? If not then just post link anyways, some autist might do it himself if its good.
107cbb No.15271513
>>15271469
It's definitely possible, making game dependant on steam is harder than not doing that. I assume you don't want to release your game drm free, but you could do that for the demo at least.
116964 No.15271770
>>15271125
okay, i'll post a demo, but the rooms have to be specifically opened for the game, we will open a room later today, here's the link: https://drive.google.com/uc?id=1JY41lfoWP_-0PRJScK80iHX75FqPItJ8&export=download feel free to repost to mega
>>15271469 what >>15271513 says, but we were testing steam features and the demo day caught us like this
ff818b No.15271801
>>15269500
good shit shinobro
Is the zero G rubber ducky an easter egg or an oversight?
And how do you bump your hands together in the chopstick minigame?
ab4524 No.15272007
>>15270175
What kind of game is this supposed to be? Is it an adventure RPG of sorts, or is it going to be a third person shooter, or is it going to be some sort of social MMO? I ask because the world seems like a city you'd see in some sort of social MMO and the executable is Everyday Life, while right-clicking zooms in all the way as if you were aiming in a third-person shooter, but it otherwise feels like a Playstation 1 era RPG. I think with the right ambience like some mild wind with a crashing shore with some birds chirping and some pleasant footsteps, this could be really comfy.
If I talk about this under the assumption that everything is still unfinished, you're doing pretty well. Some of the floors have empty spaces where they meet walls, but I'd consider that a part of polishing the appearance of the world in general. I could talk about things that are lacking like lighting but I assume you already know what you have planned to work on. I walked around a lot of places to see what I could climb upon by simply walking and what I'd get stuck on, and the results were exactly what I'd expect, so there wasn't anything shocking me. The walking and running animations seem to move too fast, while the sprinting animation seemed paced a lot better. Movement felt really slow until I realized there was a sprint function, though part of the reason movement feels slow is due to what I said about the animation playing too fast.
Overall, there might be nothing to do yet, but it has some real potential.
ab4524 No.15272078
>>>/v/15269413
I tried playing got-your-nose with Shinobu but she stared at me like I wasn't there. I then tried to give her headpats, but I thought you had to hold the right mouse button and move around to apply rubs, so I instead grabbed her by the hair and gave her whiplash. I couldn't figure out how to make her happy again until I realized I had to right click and release to apply the pat appropriately.
I think this will be amazing once you get everything worked out, like the physics for the hair and clothing, and especially the clipping. The current controls aren't very intuitive and the explanation is a little lacking, but it feels like you're using a placeholder until you get further along in development.
Was it awkward putting out a demo of your waifu to so many strangers?
09e76f No.15272088
>>15271096
So first off, without keybinds you can't bring up the console, but if you put con_openclose at the end of data/default.cfg you start with it open. Then you can do the commands. The camera can clip through the walls a bit when you get right up to them. I had a random crash when inputting commands. I think it happened just as I hit enter on bind d +right.
Starting up Sigma II...
Executing default.cfg
SYSTEM: Linux 4.17.12-arch1-1-ARCH Version #1 SMP PREEMPT Fri Aug 3 07:16:41 UTC 2018
Starting up Sigma II...
Executing default.cfg
SYSTEM: Linux 4.17.12-arch1-1-ARCH Version #1 SMP PREEMPT Fri Aug 3 07:16:41 UTC 2018
CONSOLE: 59x28 Text Buffer.
GRAPHICS: X.Org AMD Radeon (TM) RX 480 Graphics (POLARIS10, DRM 3.25.0, 4.17.12-arch1-1-ARCH, LLVM 6.0.1) Using OpenGL 3.1 Mesa 18.1.5
TIMER: Wed Aug 8 20:20:27 2018
WARNING: Failed to initalize raw input!
INPUT: Using standard input.
WORLD: Loaded Header SIGMAII 3 590 9 569 569 202
SERVER: Successfully started- listening on port 1488
Cannot bind to invalid input. Use as "bind <char> <command>".
Bound C to command "con_openclose".
Bound W to command "+forward".
Bound A to command "left".
Bound S to command "back".
Bound D to command "right".
Bound A to command "+left".
Bound S to command "+back".
XIO: fatal IO error 88 (Socket operation on non-socket) on X server ":0"
after 2465547 requests (2465547 known processed) with 0 events remaining.
A more significant issue is the lagspikes. Every now and then the game will basically get stuck for a bit, maybe push the odd frame every 3 seconds or so. Then it returns to normal. I noticed that the CPU use on X11 is very high, 10-20% during normal play. It hits 99% when the bug happens. Game CPU use is also high during the event, but it's rather 70% or so. My guess is it's an input issue, like maybe it hits 100 000+ fps and you query events at framerate and hit some sort of stress condition that influences GLX as well. There might be an expensive signal handler or a mutex somewhere causing things to break. Difficult to know without profiling. The rest of my desktop was unaffected.
6f54d0 No.15272090
>>15271050
>1st webm
What is wrong with the walking speed? In the webm you posted in /agdg/ thread it looked normal.
>2nd and 3rd webm
Somehow after getting the camera to orbit around the npc it got stuck in front of the character, but I managed to fix it after scrolling like a retard.
40cb40 No.15272099
>>15271770
so, you the grass anon from a while back?
Better host the game for the next day or so, timezones are a bitch
8be248 No.15272110
>>15272007
Its going to be a farm sim with great depth, the camera will remain third person
The city will house from 20 to 30 unique NPCs, most will be girls which you can get married to
Nothing you see is final, there isn't anything to do yet, we wouldn't even be making a release if it wasn't for the demoday, we will work on movement and animation next and then graphics
We want to give the protagonist a large range of movement options we will try to make parkour all over the town be fun
After that we will improve the materials/textures/lighting and add detail and sound if there is time
If you found any missing faces or places you can see through walls please post a screenshot so i can locate and fix it
Thanks for the feedback
8be248 No.15272118
>>15272099
No, the grass anon is my brother, we will try to add grass to the next demo, but he needs to rewrite some of the system to integrate in his terrain system
116964 No.15272119
>>15272099 (checked)
no, i'm the "fire emblem in real time" anon
40cb40 No.15272143
>>15272118
sorry. didn't mean you dudes. I did play the previous grass tech demo. I meant webm related but I guess this >>15272119 proves me wrong or does it?
Host the game, faggot
374462 No.15272151
>>15272078
I think the controls are messy because it is intended to be VR.
I mean thats how he did the wedding.
5eed00 No.15272170
>>15271801
Prop for now. Forgot to say you can hold R during your turn to redistribute fingers.
>>15272078
Yeah controls are whack because its meant for VR later. But you can also kiss he to make her happy. Well there is a chance to make her happy when you do so.
ab4524 No.15272208
>>>/v/15269297
I don't know if Saada can be beaten but I left his shoulder feeling pretty sore. Every time I managed to get a good blow on him, he'd dragon ball flip right out of there and throw fireballs at my shield. I only attacked him because there was nothing on the floating island to eat. After killing the testskinny, I assumed that the higher cost of the item, the better it was. I couldn't find a way out of the looting screen without pressing escape, which also brought up the escape menu.
Walking around mostly worked. Occasionally I would climb up or down a cliff which was really cool, except in the places where I'd climb a small wall I wasn't trying to go down before teleporting back to the top and doing it again. I think the camera was part of the issue with that. The camera smoothing is way too strong and inverted Y-axis is for subhumans. If I remember, the game is supposed to be parody game, so the only thing I personally think really needs to be addressed up-front is the smoothness of controls.
The voice clips you used for Saada caught me off guard and gave me a cheap laugh, by the way. I also couldn't reproduce the speed bug posted earlier.
8be248 No.15272221
187551 No.15272228
>>15272208
shield can block fireballs
also you can generally just move out of the way while he's casting the fireball
so far the things that i have to fix are:
climbing occasionally teleporting you, and adding camera inversion options+smoothing
>I couldn't find a way out of the looting screen without pressing escape, which also brought up the escape menu.
well it's a loading screen, you're supposed to wait for it to load
unless its stuck, in which case i'm out of solutions, usually it only takes a few seconds to load
374462 No.15272242
>>15272228
Pretty sure anon is talking about the looting screen,as in oicking stuff up from corpses.
187551 No.15272257
>>15272242
oh, Escape brings you out of anything other than dialogue
I toggles inventory on/off
F does too if you're looting something
7ea521 No.15272263
>>15271770
Thanks fucker, now I have Spacewar on my profile.
8a92be No.15272296
>>15270891
Only graphical glitch seems to be standing sprite reversing in the room you load in. Timing for walljumps feels strange, especially when you try to launch from them and there's a hard delay after the first attack in the string which is annoying. Otherwise, game feels mechanically sound.
>>15271233
Shift/A/X/C is best layout with X for attack, C for jump. Keeps your fingers evenly spread out.
399117 No.15272306
>>15270175
Shame that there is no falling animation but the scarf was a really nice touch. There was some camera problems with both ceilings and water, as the camera doesn't treat the water surface like a solid when looking up, and goes through the ceiling of buildings when jumping or moving up stairs.
Other than that there is the lack of side-stepping and backward animations, and the tunnel textures. The tunnel textures are so identical it makes finding paths a little difficult, so either putting more variety like moss and dirt or just making it very dark with lamps to show the way would fix it.
All in all it was a good demo, with a cool map with a lot of places to go and explore. I even managed to make it atop the Japanese building. A good demo dev anon.
5108a7 No.15272321
I don't have a demo but I do want to show what I've been working on for the past week.
I want to make a game where your character is blind and has to use echolocation to navigate the game world. Only problem is that sound doesn't bounce off of walls in Godot, instead you just use an echo/reverb filter over the entire room but then all sounds would have the same amount of reverb no matter where those sounds are coming from relative to the player. I'm pretty sure the other engines (unreal/unity) do the same although I could be wrong.
So I'm trying to implement a sort of pseudo echolocation. I made a script that gets the location between the player and the 3d sound node. When a sound is played the 3d sound node will replay it with a delay and a reverb filter. The script scales the echo/reverb depending on how close the player is to the node. I plan on duplicating the node and attaching the copys to collision objects (wall, trees, enemies, etc) to simulate sound bouncing off of objects.
mp4 related is what I have so far
8be248 No.15272348
>>15272306
Thanks, the crazy camera is really a problem, should be fixed next demoday
399117 No.15272352
>>15270175
Also is this a fighting pose with Adam raising his fist or just a placeholder?
a8700f No.15272362
>>15272088
This makes sense, the engine is "ported to Linux" in the sense that I made it "work" on Linux in an unstable way so that I can actually fix the terrible port later. Just because, it's a lot easier to fix a terrible port that "works" than it is to port it correctly while still working on new features.
The build for Linux is a few months old, and recently I fixed a major bug in the FPS limiter. I think that might have been a lot more impactful for the Linux version, since the old build was very choppy on Linux when I opened it, and then when I compiled the new version, it was a lot smoother. So, here is a new executable, it should have fixed at least some of the shortcomings with the one I included:
https://a.uguu.se/pzfzfcDzI6TV_sigma2_fixed
The reason for this is that I think Linux will schedule the program at a low priority, and the way I was limiting the framerate involved telling Windows/Linux to use it's time-slices until it's frame time was at least 1/r_fps. This of course made it impossible to limit the framerate accurately and I think that Linux suffers from timer issues a lot more than Windows, so the bug was probably much, much worse on Linux. But since the bug is fixed, it shouldn't be a problem anymore.
On my computer, if you type "~" it should open without needing to put that command in the config file. Maybe I just have a lot of bugs to fix…
844caa No.15272373
>>15271214
>>15271026
>>15271233
>>15272296
Once I implement key rebinding I'll be sure to update the default keyboard controls to a better default. Personally the current scheme is what I prefer for when I play platformers with a keyboard, but I understand where the issues are coming from.
The save crash issue seems to be related to the fused windows executable only, but I'm not completely sure if it'll work on other platforms or if you run the source code with the runtimes.
For next demoday, there's a few changes I have in mind to make the game feel smoother. The level design will hopefully be improved once I've put in more time than just a few days.
ab4524 No.15272392
>>15269452
I shit my pants after clearing the room with the multiple dozens of enemies in it, let go of the keyboard and mouse to take a drink, and they all spawned back into existance. Hammer is currently completely OP but I assume that will change with the development of smoother attack chains. Also, the fact that enemies will fight each other is really cool and it made me want to have a bunch of ally soldiers follow me so that I can lead them into questionable engagements in open fields with dubious amounts of survivors.
You mentioned you were making an adventure hack 'n' slack. Do you know where you're going with it? Are you going to focus on larger engagements like I mentioned, or is it going to be focused on stages, or more of an actual open-world RPG? I think you'd have a reasonable shot at making a good game no matter which path you took.
8a92be No.15272462
>>15272373
>level design
Most jarring issue I saw were the platforms that were barely high enough to not dash-jump right over like the first full height jump you run into and the staircase segment at 0:30 in my webm.
399117 No.15272493
>>15269452
A really nice little demo, could only find two glitches: You can see through walls by looking sideways with the camera and when spawning enemies on the stairs to the underground battle grounds they get stuck in the ceiling. I liked how you can parkour out of pretty much all the tutorial and rush to the battle grounds and the hammer weapon.
Good demo anon.
8be248 No.15272525
>>15272352
placeholder, my bro picked some random animations he found online
i will replace them
399117 No.15272533
>>15271096
Well goddamn you build your own engine, that is pretty damn impressive. I don't really have anything else to say about the demo since I didn't notice any glaring problems other than the slight clipping through walls.
a8700f No.15272558
>>15272533
Thanks! Yeah, a demo of a rendering engine is kind of boring at such an early stage. Maybe next demo day there will be some cool stuff to actually play…
The wall clipping is just from the fact that it's a "point" hitbox and doesn't try and stop you from getting too close to the walls. Very basic stuff right now.
This is a video of the occlusion culling feature that I was working on, it doesn't work on any complicated maps yet so that's why I haven't been able to include it in the demo today.
aa4777 No.15272660
>>15272392
>I shit my pants after clearing the room with the multiple dozens of enemies in it, let go of the keyboard and mouse to take a drink, and they all spawned back into existance.
Sorry. The last room has respawning enemies so that you can waste your time at the end of the demo.
>Are you going to focus on larger engagements like I mentioned, or is it going to be focused on stages, or more of an actual open-world RPG?
I'm not doing any open world stuff. It's very hard to make proper engagements in an open world, and on top of that I want to keep the scope of the project small.
As for scale of engagements: I'm going for a mix of small and large ones. It's a simple way to vary content, and is an easy trick to make the big&important events more exciting. I'll probably end up scaling things too with the amount of players on a server.
>>15272493
Thanks lad.
399117 No.15272675
>>15270891
This game gave me a bit of trouble with the settings error that crashes your game when you get out of settings. Then I had some problems with the controls and only found out about the dash at the long jump I kept dying in. The enemy collision actually was quite entertaining to have since you had to know when to dash or jump since you can't dash through the bees, pee shooters or jellies. I think that part where you hid underneath the pee shoots near the beginning of the level is quite hard since its almost guaranteed hit with the timing having to be very tight to kill the pee without getting hit, the climb up with the jelly and pee shoot at the top is the same. Its a very hard demo and I haven't gotten to the first boss yet but I still think its quite good.
>>15272296
Goddamn I need to get good.
8680ea No.15272744
>>15272118
>>15272143
I fucking love grass, is that weird?
e63fb0 No.15272776
>>15272744
>I am browsing a website for weird people and I like this one thing in a weird way. Am I weird?
Yes
399117 No.15272855
>>15271770
No demo ip means no demo played, yet.
399117 No.15272866
>>15272558
Are you making a quake/source type engine? I saw an anon say it in the /agdg/ thread. I applaud you for how much work you put in and I await to what you'll make for next demo day.
116964 No.15272917
>>15272855
we had some matches of up to 6 people, if there's at least 4 people tomorrow we'll get a room up
aa4777 No.15272939
>>15269452
I'm taking the server down as I'm off to sleep. Many thank to all that stopped by. Especially you, guy that joined, said benis and then left.
399117 No.15272948
>>>/v/15269413
Not really much to say, the controls were really weird and gave me some problems and I got to get the girl to fall out of the map, but other than that there wasn't much. The exterior needs working on, actually being able to walk and not having clipping is needed but that is all obvious stuff. Maybe because I wasn't looking but I didn't find that many bugs.
Really unique project and its pretty crazy how ambitious you are and where you want to take this project. I hope for your success and found this demo to be more than ok.
7a0226 No.15272949
>>15272939
Damn, I should've done that.
399117 No.15272954
>>15272939
There was a server?
399117 No.15272956
>>15272939
>/connect 213.46.109.238
Damn, maybe next demo day.
ab4524 No.15272985
>>15272917
I had no idea the server was up to begin with.
68b822 No.15272994
Can I post my opengl questions here?
I have all of my vertex data in a single vector. Every piece of data (vertex locations, texture mappings) is represented here.
When I try to bind it to an opengl buffer with glbufferdata, it doesn't seem to like me using vector.size() for the length of the data that I'm passing in, and doesn't buffer all of the data that I want.
I ended up "solving" the problem by multiplying the size by 5, but why is this happening? vector.size() should be the size of everything that I care about, correct?
76f86c No.15273065
>>15272994
vector.size() returns the number of items contained in your vector, while glBufferData expect the size in bytes you're passing in. That might be it. You should multiply by the sizeof() of your datatype.
9eff51 No.15273130
https://mega.nz/#!WYQnVAaS!MjtBIxQ-VV-1pq3WyNVg7-nuH9Jnum6Md5bOP6M9TXA
Not so much a demo just a test build with 2 mostly finished boss fights, see the attached for controls, have fun.
a8700f No.15273187
>>15272866
Thanks, I appreciate it! I have been working on game engines for a couple years and this is my second "big" engine. Next demo day I think that the rendering engine will be a lot more mature since I will have occlusion culling working correctly by then, so I can work on features that make the graphics look better, or add some actual game-play, like player movement. Right now it works on some very simple maps but breaks on anything complicated.
>>15272994
Make sure you set up your strides correctly after doing what that other anon said. Its also easy to make a mistake that way, too.
399117 No.15273200
>>>/v/15269297
This demo gave me a lot of trouble. From being targeted as having a virus from avast, to having inverted controls, to the very dry controls, to having some console error while looting the test enemy. Add to that the fact that the quest giver literally takes away your health Regen crystals as a "reward" for killing the test enemy and he glitches out if you already used them and just stays there repeating himself. Plus the fact that he doesn't have dialogue after the quest and that the name for the crystals is in his only dialogue yet the crystals are named test crystals. Yet its not hard to see how this could potentially be a good adventure game and is quite close to it. Considering just one anon worked on it, even if he used some stolen textures and whatnot it impressive, and if he didn't more so. The movement, fighting, and climbing isn't polished but not buggy or game breaking. The ability to have quests, inventory, a fully fledged armour system, the wonky health regen animation from the crystals, all very cool features that must have been ass to try and work on alone. Considering you didn't have much time to make something playable if what you said in the /agdg/ thread is accurate, this is impressive for a rush job. If you have this much done then by next /adgd/ you should have a pretty damn enjoyable game. Also, remember not to care too much about bugs that aren't game breaking, Stalker was full of bugs and depth yet its still played by anons today since so many games lack any depth. As long as its playable and fun it doesn't need to be perfect.
399117 No.15273341
>>15273130
Had some problems setting up UE4 to run it but that might have been on my end. But I couldn't start the game since my mouse is blocked off from "continue" downwards, so I can't access options or start game, might be on my end. Also the game crashes whenever I press the "I" key on my keyboard.
399117 No.15273373
>>15273130
Good news, spamming all the keys on my keyboard has made me find that the mouse blocking problem is solved by pressing f11. Bad news is that "options" still isn't working and my laptop is a potato that can barely run the demo.
6809b8 No.15273423
>finally in the mood to make something
>can't think of any ideas
399117 No.15273431
>>15273130
Have you implemented items in the game yet? I couldn't open this chest and the inventory system seems like its been worked on a lot. Also I have to commend you the incredible atmosphere, its like that level in cry of fear where you only have some flares in the pitch black subway but instead you have only a hammer and a shield, and you are in the paris catacombs or some scary shit like that. The elevators are also a nice touch, as well as the lack of enemies in the beginning to make that first encounter all the more terrifying.
9eff51 No.15273435
>>15273341
>>15273373
it gets automatically set to 1920x1080 so i'm guessing most of the screen gets cut off by default, unreal 4 rapes my pc too
9eff51 No.15273439
>>15273431
the chest was probably locked, you need a key
399117 No.15273501
>>15273439
Thanks for the tip
>>15273423
How about a fps multi-player where every weapon is projectile? From common rockets, to grenade launchers and other thrown projectiles, to cool stuff like projectiles that are very heavy with a lot of power that need to hit directly, or a projectile that splits up into multiple pieces if it bounces off a surface. Then you could have some doom plasma gun that is quick and weak and bfg that does aoe damage and a fuckton of hit damage but is slow as hell. Maybe some trap weapons as well like from demo man in tf2 or a plasma gun/rocket sentry that is tough but can't be spammed in one area. Then just make some movement buffs and make a good movement system. How to do all this in one game and keep it cool lore wise?
Wizard warfare, the movement buffs and weapons are all spells with some spells being able to be cast without a wand/scepter/book/staff/weapon that does something movement wise, weapon wise, maybe an armour spell or long time to cast health spell. Then you need to find health potions and wand/scepter/book/staff/weapon to have the better/cooler spells but mostly just offensive spells like bfg, heavy projectile, bouncing spliter, maybe a sticky bomb with aoe poison? The possibilities are endless.
1b8583 No.15273632
>>15269442
I don't participate much in /agdg/ and I haven't got anything specific to demo day prepared, but what the hell, I've got some stuff to shill.
Dash Blitz
Fast-paced, streamlined platform fighter with minimalist (shitty) art style. Borrows a little bit from Mega Man Zero and a little bit from Super Smash Bros.
Basic goal was to make something that gave the player complete freedom, with a high skill ceiling, using the simple tools available to any player. Attacks can be cancelled by jumping, dashing or landing, allowing you to immediately act, you can swooce back and forth in midair at top-speed, etc.
Naturally this is something meant to be played on the couch with other players. There's AI, but it's still in its early days.
The default lobby of the game is a stage you can maneuver around, if you'd rather have a standard menu there's an option for that on the pause menu (Quick Lobby), but that can be a little buggy in this release.
Currently 10/20 playable characters, restricted to 6 in the demo build.
I'm still working on some of the refinements, such as a proper tutorial, cleaning up the Qualifier challenge stages, extending dashes into sprints and adding throws. I want the next update to be big. But I think this build captures the spirit of the game well enough.
Steam Page (with demo): https://store.steampowered.com/app/786620/Dash_Blitz/
Non-Steam Demo: http://xjoygames.com/files/DBv0.4.7z
Controller recommended - if you must use the keyboard controls, they can all be remapped.
I post updates on Twitter because building an audience is fucking hard. I try to keep the page clean and almost entirely focused on new content and events. If you're genuinely curious that's https://twitter.com/xjoygames
>Early Access
yeah I know but shit man I gotta make rent, have some keys to make up for my sins
NGY2D-AHP3B-I9G3D
6YBZ2-XR0QG-QCBGM
EFWA5-QPA0Y-Q4IPW
T4MBZ-D2NLY-GLMT4
399117 No.15273712
>>15273632
Is there player collision when dashing? And why no demo? Cool game idea nonetheless.
1b8583 No.15273749
>>15273712
I linked the most recent demo, which is also always available on the Steam page, so if you want to give it a try then go right ahead.
But if you mean why haven't I made one for demo day, unfortunately I've injured my hand recently - some sort of inflammation or sprain or something, I've seen it a bit in 20XX autism circles but I didn't think I'd get there from regular computer use. What upsets me more than anything is I can't enjoy my own game.
I haven't been able to work as hard as I'd like, so I'm running behind.
As for collision, there's currently no player collision - you slow down very slightly while intersecting with other players to try and make lining up attacks easier, but otherwise there's no form of body blocking.
ab4524 No.15273791
>>15273632
Thanks for the key
How many copies have you sold to date? Asking because the page looks completely dead.
I'll try this one out on Saturday, because I'm taking a road trip this weekend to have a LAN party with some friends I haven't seen since we dormed together in college.
5e4b1c No.15273799
>>15273423
Motivationless Idea Guy here. Feel free, even encouraged, to just ignore this post wholesale.
>"Open world" "adventurer simulator"
>"Open World" meaning there isn't so much a set quest as there is a preferred manner of doing things
>Class system to encourage replays and to have an option to change up how you play
>Start as a homeless murder hobo, take jobs from the nearby towns, and amass power to fight the BBEG in the depths of a hidden tower accessed by finding and killing several generals hidden in semi-random dungeons. Also collect weapons, armor, clothing items, and other cool shit along the way.
>Semi-random meaning that while the layout might be randomly generated, and the treasure changes, the "Ancient Forest Ruin" dungeon will always be the "Ancient Forest Ruin" dungeon
>Dungeons have a strong emphasis on exploration and finding things to help your further adventures, with tons of puzzles and traps to make sure potential delvers don't just go "Lol fuck it" and dive head-first, or that they're tough enough to not give a shit.
>Dungeons have multiple floors to explore
>Lots of treasures and unique items to collect with neat powers or cool looks to make return trips to dungeons worth it
>Bosses can change up so that it's not always the same
>Totally isn't just a way to have a waifu character wield a large variety of weapons against monsters
>Totally isn't just Murderhobo Simulator
>Focus on comfy traveling
1b8583 No.15273848
>>15273791
9, in total. Shit hasn't gone the way I hoped, it's been a real learning experience for me. I've given away a bunch of keys at events to try and get some good word of mouth, but I'm trapped in fucking Melbourne, so that hasn't gone very far.
Promotion is fucking rough, I learned the hard way that you need an exceptional first reveal to get anywhere and even then it's a roll of the dice. Journos don't give a shit about you unless you're already newsworthy, YouTube videos don't spread unless you've already got a body of supporters, and Steam's completely worthless. Twitter's the only thing I've found worth sticking with, because at least you can hashtag stuff so bots re-tweet it.
I don't want to sound like I'm complaining because the past year or so I've worked on this has been a blast, nothing made me happier than seeing kids' faces light up trying things out. We've got PAX on in October and a couple events surrounding that, so I'm hopeful that'll turn things around a bit. But mostly I'm planning to get back into the workforce.
Sage for blogpost. Enjoy the game anon, I hope it all makes sense.
6ce77e No.15273855
Hope the next LD Jam doesn't suck
7a0226 No.15273867
71ce0a No.15273878
>>15269452
>>15269441
While Sentience has had great art progress, programming fell behind hard since I'd had a very difficult quarter. We've discussed about scope a bit and I'm not sure where we'll go. No demo this time unfortunately. Video related at least shows some new species designs and we've also got someone experimenting with music. I've been preparing for release stuff too, but unfortunately we don't really have enough to push out. Most of it's on me though, since code's the game's lifeblood. I guess we'll be thinking on how to fix things up and consider our next course of action. I start classes soon on top of a programming job, so I'm not sure what we'll end up doing yet.
Blogpost aside, gratz on the rest of you for your demos. It's always nice to get the chance to have people trying your stuff.
6ce77e No.15273899
Also, while this isn't strictly demoday stuff, I'm posting it here because it has more visibility than in the dying /agdg/ thread: https://www.emuparadise.me/sdk/index.php
Since emuparadise is going tits up, it'll probably shut down entirely, even if it stops hosting ROMs. So, there's official retro game console SDKs, especially from Nintendo. If you want to make system-compatible shit, might be worth a quick look and archive.
96247f No.15273906
>>15273855
It really bothers me that it's always the same damn pool of themes.
6f0552 No.15274116
>>15273848
I'm hoping to weasel my way into a player base by handing out keys to everyone at my uni and making it more of a little, niche thing before going bigger.
Worked for facebook.
6f0552 No.15274123
>>15273855
I've been thinking about making a roll thread here to generate a game idea.
E.g. first post ending in 5 decides story, first post ending in 7 decides gameplay, first post ending in 9 decides theme, etc..
9e3ce6 No.15274156
>>15269857
>>15269852
Stop trying to associate loli with your garbage pedo-sht.
Kill yourself.
1b049b No.15274214
>>15274156
I missed out, what was the post?
6f0552 No.15274222
>>15274156
>Stop trying to associate lolita with lolita
Rely makes the old noggin start joggin
6809b8 No.15274381
>>15273799
I was brainstorming about open world implementation in Unity today, so that's not a bad idea.
I feel like I have some kind of itch for something a little more sci fi, though. Something Deus Exy but I just can't wrap my mind around it.
6809b8 No.15274393
YouTube embed. Click thumbnail to play.
>>15274381
Maybe listening to some David Bowie will help me. I was gonna listen to 1. Outside because it has cyberpunk elements, but on the other hand, I'd love to see a more rock n' roll dystopian type game.
b4a98d No.15274475
>>15273200
>to having some console error while looting the test enemy
can you be a bit more specific
9e3ce6 No.15274535
>>15274222
Calling real world children lolis isn't okay.
>>15274214
Pedofags seemed to have found the thread in the front page due to it's activity, They started trying to shill pedophilia and called every non-pedo a normalfag.
They did this whilst posting images of five to ten year old's labeled "lolis"
66f567 No.15274659
>>15274535
>Pedofags
>Not just goons trying to equate loli to 3DPD
You've got a lot to learn.
9e3ce6 No.15274686
>>15274659
>he doesn't think pedos are pedos
Goons, and liberal men in general, tend to be pedos/sex offenders.
96247f No.15274709
>>15274705
>2d representation
9e3ce6 No.15274713
>>15274705
>loli straight translated
>he says this about a loan word based on a name from a book
>how come drawings are different from real life?
You answered your own question.
I could go into a spiel as well about how loli isn't a real representation of children because of anime tropes.
d99424 No.15274763
>>15274705
>playing FPS games makes you a psycho murderer!
43208c No.15274779
>>15274773
-t. candydoll poster
e38c82 No.15274783
Do not derail this holy thread.
9e3ce6 No.15274810
>>15274773
>2D = 3D
You're just as bad as the pedos.
ea3262 No.15274811
Love seeing this board is shit as always.
374462 No.15274818
>>15274773
>>15274812
>Attempting to derail demo-day
Shame on you.
Inb4 "its discussion" you know very well the type of response you are going to get with a post like that
d99424 No.15274822
>>15274812
>if you play call of duty that means you're a terrorist and want to go around shooting people!
9e3ce6 No.15274830
>>15274812
Loli simply =/ children, it's as simple as that. This isn't to say that some loli fans are not pedos. Wanting to fuck a man up the ass is wanting to fuck a man up the ass regardless of any archetype.
Stop co-opting demo day for your shitty politics.
ea3262 No.15274841
All you faggots arguing about loli and CP deserve bans.
9e3ce6 No.15274846
>>15274842
>Wanting to fuck a man up the ass is wanting to fuck a man up the ass regardless of any archetype.
Learn to read you nigger.
bd59c3 No.15274858
>>15274849
Fuck off with this retarded non-vidya discussion, period. Nobody asked for your opinions.
902084 No.15274875
>>15274812
>If you masturbate to a drawing of a man getting fucked in the ass by another man, would that be gay?
The problem is, being a paedophile is equated with being a child molester, so people instinctively turn into mindless lynch mobs.
902084 No.15274886
>>15274880
differences in facial proportions as well, which may sometimes be lost in the japanese cartoon style.
902084 No.15274920
>>15274893
>But they need to be honest with themselves and everyone else and admit that they find loli attractive because it closely resembles children's body types. They're pedos.
Yes. And my hypothesis is that their vehement denial is to avoid association with child molesters. The (justified) fear of this association runs deep enough that trying to get admission of paedophilia from lolicons (especially outside of anonymous contexts) is probably hopeless. And forget about convincing "anti-paedos" of the difference between paedophilia and child molestation, or fiction and reality.
>>15274903
>>large eyes, small nose,
which applies to anime adults as well, hence why i said it may be lost in anime.
Oh, and this demo day thing you guys started to do is pretty cool, too. I Hope i'll release a game someday, too.
8c3938 No.15274951
>>15270175
I think your game is overly ambitious and ugly, having all these goals isn't a bad thing, but having all of these goals so early one when core gameplay hasn't been ironed out doesn't seem very safe.
Link your list of planned content so I can nitpick please? Also your game doesn't look comfy.
621855 No.15275005
>spend months coding an engine from scratch
>Develop a game on top of this with hundreds of hours dedicated to meticulous planning, brainnumbing programming and artistic modelling
>Stay up to date with the latest game dev news and try to help people out as much as possible in the /agdg/ threads
>Finally release a demo so other people can enjoy my hard Labor
>So proud of my work, I put the game on my resume and mention my interaction with the community of 8chan
>Get a letter for an interview with the dean of my university, probably because someone noticed my work and he wants to offer me a position or internship
>walk into his office today with a smile ear to ear on my face
>He tells me to sit down
>"Anon, one of the staff here at our university had noticed your activity online."
>My ears perked up waiting for the good news
>"Can you explain why you're active on a website where people discuss cartoon child pornography?"
>"well, it's not actually child pornography, it's just drawings of sexy little girls"
902084 No.15275027
>>15275005
>>"Can you explain why you're active on a website where people discuss cartoon child pornography?"
>>"well, it's not actually child pornography, it's just drawings of sexy little girls"
You know, "people" should try to think about what makes child pornography bad and then think of how that applies to drawings.
ea3262 No.15275124
>all these niggers saging a sticky
faba79 No.15275141
>>15275124
shit you're right i tottally forgot it was stickied, I WAS ONLY PRETENDING, SAGE IS DOWNBOAT
902084 No.15275143
>>15275124
>not saging to be polite
7d2755 No.15275214
>>15270891
>>15274903
>But the facial features of loli and the facial features of a real child are fairly consistently similar.
no
000000 No.15275253
>>15275124
You don't sage a thread, you sage your own post.
5b97ec No.15275269
Was /v/ always this easy to bait? Looks like you just need to shit out a little bit of "anime = real life" and the entire thread gets completely derailed.
09e76f No.15275554
>>15272362
This did not fix the problem, I'm afraid. Still exact same behavior. I noticed that if I switch workspace during a lag spike, that clears it completely. I think workspace switching does a few things: it tells the window it's lost focus, tells it it's become invisible and maybe stops accepting frames and blocking on the buffer swap call, or at least stops pulling them from the GPU for compositing, but I'm really not sure. I don't know if window composition on linux is hardware accelerated. A stop-gap measure could be to have a framerate limit convar. I personally don't give a shit about framerates higher than display refresh and I don't see why anyone would. As long as input is sampled at a high enough rate to not introduce additional latency, the extra frames are literally just wasted electricity. Also, about the keyboard: The console key almost never works without issue for me in games. I use a swedish keyboard, so tilde almost never behaves correctly. Sometimes it'll react to an entirely different key, sometimes I can't produce it at all. Same shit in wangblows by the way. I remember ARMA 2 being spectacularly broken in handling my keyboard. It's basically this: Either you use ASCII codes and all the easy to reach keys on us boards require modifier keys for me or you use scan codes and what the game says I'm pressing is not what is printed on my keyboard.
8be248 No.15275622
187551 No.15275625
>>15269445
right, updated the demo
added the option for inverted camera up/down rotation
camera rotation shouldn't lag behind too much
also got rid of the spinny bug during dialogue
the crystals/enemy are named appropriately now
you shouldn't be able to loot/talk while you're dead, but i have no idea if it's working perfectly
if there's anything else gamebreaking, reply to this post, other than the anon who had some weird speed issue that i can't replicate, everything else is general design stuff that isn't a priority at the moment
someone said there was an error while looting, but i need more details
https://drive.google.com/open?id=14FKu6VEVeClgmv9srbze0fRazoJpoDKy
000000 No.15275644
000000 No.15275667
>>15275625
The camera is just shit. I thought it was maybe supposed to be played with the gamepad, but only walking works on it. It is not only controlling bad it is literally making me sick and I am experience this for the first time ever. I have heard about people getting motion sicked from games, but I was never able to experience it until now.
I climbed down where there were no textures. Conversations are aesthetically shit, because you can't tell apart dialogue and dialogue choices. I understand left click being the left hand and right click being the right hand, but I would think people are used to and somewhat reasonable to attack with the left hand, but the weapon usually would be on the right hand.
Have no idea how to leave the starting island or if there is any way to get spells. I walked all over, but maybe I am missing something.
By the way, I hate Inventory being in I. Make it T. If you are going to be radical about something be radical about letting able to press it while using WASD.
Also you damn fucking fags, stop calling your games "demo". Put some fucking name on it that at least shortly describes the game. Every game here is called "demo", which makes extracting them fucking irritating.
187551 No.15275679
>>15275667
>I climbed down where there were no textures
screenshot?
>I understand left click being the left hand and right click being the right hand
the gimmick was supposed to be that you could put whatever in either hand to make you feel comfy, even double shields, so i figured the controls would make sense
right clicking an item in inventory equips it but you can also drag it to the appropriate slot
000000 No.15275724
>>15275679
A little hard to capture, but here is a screenshot. Can't upload it on the board so it is a link - https://my.mixtape.moe/ruzecq.jpg The NPC just falls a little further to the right.
Putting whatever you want in whichever hand is great, but people are used to seeing the weapon in the right hand, but clicking with the index finger is way more comfortable.
Being able to drag the inventory, that I got.
So there is no way to leave the starting the island and get any magic? I think saw someone write something about it, but maybe I was just imagining it.
187551 No.15275742
>>15275724
>So there is no way to leave the starting the island and get any magic?
if you kill saada you can loot the staff from him
there used to be potions/scrolls but for the demo i've cut out a lot of things that we weren't using
>The NPC just falls a little further to the right.
you mean he's climbing where there's no wall? yeah, the parts where he can climb are generated, not manually so they're not perfect
once i actually have a level i'm confident in i'll bother to position them correctly
see >>15271050
116964 No.15275783
later today we might host a room for >>15271770
also i like this >>15272118
9eff51 No.15275940
>>15273130
anyone whos given this a go, whats the performance like? I 'm struggling to optimize as I cant tell if its the game or just my dying pc
9eff51 No.15276068
4608f4 No.15276098
>>15274123
That'd be cool, it would be awesome to have our own sort of game jam
8e7caa No.15276215
>>15275940
ran with a gtx 1060 6gb and an i5-7600k
absolutely no problems with performance
Also, good job with the atmosphere, really effective. But if first opinions mean anything to you, the immediate darkness and noise grain made me want to gauge my eyes out when I first saw it. I also hope you make the way in which you use things like the inventory and the wacky magic staff more obvious to retards like me in the future. thanks for the cool distraction
9eff51 No.15276280
>>15276215
thanks, there is actually a hub of sorts which you start in which has a bonfire its just not in this build, I will be putting in a optional tutorial as well for menus controls etc
a8700f No.15276438
>>15275554
I see, this is unfortunate. I didn't think of people using non-USA keyboards. There IS a framerate limit convar, it's "r_fps". And by default it's set to 60. Maybe that will help but I don't think it will. I am really not sure what is causing the lag spikes, you said its still doing. Input is being sampled at the framerate. Maybe it's not playing nice with your driver… I can't say anything for sure.
On X-windows it looks like what i'm supposed to be using is "KeySym"'s instead of ASCII codes to solve your issue. I'm using it for stuff like backspace, enter, and stuff, so I should just also bind it to open the console. And in theory I can support all special sweedish characters by adding them to my font file… Thanks a lot for telling me about this stuff, I wouldn't have thought of it.
https://a.uguu.se/7Qb3vl6gzpcN_sigma2_fix2
This executable is my attempt at getting it to work. I checked all the keysyms I could find related to it, maybe your keyboard generates one… otherwise I don't really know what to do beyond writing a program to send to you that prints out what keysym, etc your keyboard generates.
ab4524 No.15276487
>>15270891
First, I want to give you props, because this is the only demo in this thread that recognized my controller natively (DS4).
The challenge in this felt very appropriate - I felt sufficiently threatened. I wouldn't go much harder than this. If you thought the boss with the traps on the ground was too hard, putting the traps on the bottom floors instead of as the elevated floors would probably make it much easier. His attacks were very non-threatening, but trying to get him to dive into a space where you could safely attack him was the challenge. I also assume this will become easier with more polish, such as an animation before his dive so you can better time his impact. I also had the settings crash mentioned before, but it wasn't a big deal considering this was just a demo and I could maximize the window anyway. I didn't have any glaring issues with the game. I played this through and I really liked it. Once things such as jump/dash sounds and impacts get in, it'll be slightly easier to maneuver. I kept holding dash down and jumping, but that's not the game's fault, just something I got used to by playing 20XX.
Since you mentioned it's based on Zero, do you have a plan for the levels yet? Are they all going to be interconnected?
68b822 No.15276630
is sharing vertices between adjacent faces of the same texture an optimization for draw speed, or just GPU memory usage?
c8dc43 No.15276746
Since almost everyone here is making one, how tough is actually making an engine?
59b96f No.15276798
>>15276746
It depends on what you're trying to accomplish, but enginedev isn't something you learn through reading books or tutorials on making engines. You have to tie a really broad range of fields together and be fairly competent in all of them, perhaps an expert in some of these fields depending on your goals.
In general, it's much easier to make 2D engines.
9fac77 No.15276850
I made Tetris :)
https://my.mixtape.moe/rcgnav.7z
Known issues:
>UI absolutely tiny for 1080p
>Cannot quit from the main game
>No score keeping
>Rotating while the block is landing will cause glitch
40cb40 No.15276872
>>15275783
you never gave us the IP
c8dc43 No.15276896
>>15276850
The block quickfall activation (don't know what else to call it) is a bit sluggish and you can manouvre the block while it's on. I'd also suggest disabling rotation for the square block cause it's weird. Good job otherwise. The ui is fine as well.
>>15276798
>>15276865
Interesting. I'm guessing studying software architecture and stuff like OpenGL is needed? Probably talking out of my ass. Any resources you'd recommend on the subject?
844caa No.15276904
>>15276487
An interconnected world is probably what I'm going to go with, but there won't be any heavy exploration. It'll be more like a glorified stage select, with the levels themselves being mostly linear and leading into either dead ends or back to a central hub area. This was not implemented in the demo, but I intend for checkpoints to also act as save points. Reaching them will completely restore your health, and you will be able to teleport between save points you've already reached. Dying would reload you at the last save point you reached, and there will be no lives system, as I want my boss battles to be at a difficulty level where it will take a decent number of attempts for a player unfamiliar with it.
Since this is my first "real" game, I don't want the scope of it to get too big, so the plan right now is for 8~ normal levels, and 4-5 fortress levels preceding the final boss.
ab4524 No.15277308
>>15276850
It has full Tetris functionality as far as I can tell. The control seems too sharp and floaty once you've reached a certain speed, making it extremely difficult to line up drops. You mentioned the score not existing yet, but it'd be great to see a current level/speed as well. When dropping blocks, it would be great if holding the button caused the block to fall and releasing the button ceased movement, allowing you to drop a block and then maneuver it into a position. I also don't know if this was random chance or it wasn't implemented, but I received a lot of the L block, but none of the backwards L block. It's possible that it was just random chance, because I didn't get a line block for most of the game before the floodgates opened.
I had this bug, pic related, where moving the line block against the wall while in the crevice on the right actually inserted the block into the wall. I could move it back out, but it was no longer moving, so I could only move it back and forth between the gap and the void. Trying to rotate the block spit it out and on top of the stack of blocks and continued the game. The block wasn't rotated at all before this happened. If you look at the circled region, you can see a bit of red peaking at you.
You did good anon. Was this for practice, or do you intend to make a fully featured Tetris game?
68b822 No.15277429
another dumb question:
>be me
>attempt to replace vertex data bound to opengl context
>bind VAO
>calling glBufferData does not result in different results on draw calls
>bind VBO after binding VAO, everything works
Why? Doesn't binding the VAO also bind the VBO it's associated with?
dd7670 No.15277435
>>15273632
this game gave me autism.
116964 No.15277482
>>15276872
not enough people gathered, we'll continue to develop, i hope we can deliver in the coming years
6f54d0 No.15277563
>>15273632
This is such a weird game. I can't really say much about it because it's too unfinished and too confusing, There's way more than is explained. Some modes seem to be broken as I was trapped when I entered them. Though I have to say it gives me impression like you know what you're doing, so it seems like it will be playable one day. It also gives me a somewhat nostalgic feeling of playing Warcraft 3 custom maps with those galleries of unrelated characters and making choices by walking into designated spots.
6f54d0 No.15277584
>>15273878
You might want to rethink that frog model. It looks too complicated/detailed compared to the other designs. I think there's too much fluff balls on the tail. The 2 in the middle of the tail are unnecessary, that 1 at the end would be enough,
ab4524 No.15277763
>>15271096
This performs very well. There isn't much to say at the moment, but I really can't wait to see what comes of this.
98caa1 No.15277766
>be thirld world dev
>not a manlet
>can impress thirld world girls with my 20k average steam income
>can buy a middle income house with 30k
>get fit in my home gym bought with steam money
>lives like a narco playboy on the anime convention fucking castizas and brown girls on tinder
>be first world dev
>a manlet unless you're 6"
>girls will make fun of your pitifull steam income
>live in poverty in parents basement
>work in mcdonalds or some gloryhole
>girls wont consider you because you're not a Chad
bcfbd5 No.15277782
>>15276746
Well, it's something I plan to dedicate my life to. I still need a much better understanding of operating systems, graphics programming, maths, networking, C, C++, graphics libraries and data structures.
As far as starting though, it's pretty easy with the many tutorials out there (especially for openGL, SDL and even DirectX). It's expanding on from those tutorials which is more difficult.
bcfbd5 No.15277786
>>15277766
>brown girls
Nope.
98caa1 No.15277791
96247f No.15277800
>>15277766
>>a manlet unless you're 6"
>six inches
Todd please.
2abe97 No.15277844
>>15277800
>tfw Todd will never climb into your urethra
9fac77 No.15277890
>>15276850
>>15276896
>>15277308
Thanks for the kind words, I'd make sure to make better vidyas.
>>15277308
because I didn't put flipped tetrominos But thanks for the first screenshot of my game. It is more of me trying whatever the fuck to make a presentable game, so yeah, practice.
6ce77e No.15278071
So is this the new agdg thread, then?
a23a28 No.15278092
>>15278071
For the time being I guess it's become that.
55da83 No.15278317
>>15278092
Either that or the Loli genersl
98caa1 No.15278608
1b8583 No.15278615
>>15277563
Yeah, I've been meaning to put in an exit for those stages when you're alone, but it's been a low priority since you can just pause and return to lobby. Entering alone should basically be like a "training mode".
My current biggest priority is to explain this shit. I'm working on a different tutorial, one which actually focuses on the fighting, and I'm going to need something to explain how the lobby works. The lobby needs an overhaul in and of itself.
Thanks for the feedback.
>>15277435
thanks you too
ab4524 No.15278659
>>15277482
Gathered where? You still never told us when/where a server was open.
ab4524 No.15278685
>>15273130
I'll start by saying that this took a while before I could play it. It's not your fault. It's UE4's fault. It runs like total shit on my computer and forces itself into 1920x1080 upon launching. I'll feed it different resolutions or windowed mode in the command line and it just overrides those, too. I switched to a display that could handle the default resolution, although the edges of the screen were cut off quite a bit, so I was missing what I think might have been important parts of the UI. Again though, that's all UE4 and not you, because I have these same issues with every single game made with it. The only serious issue I had otherwise was my tendency to press 'I' instead of 'R' when I pick something up, which crashed the demo.
This game spooked the ever-loving shit out of me. I was afraid to go down cooridors. I never felt comfortable, even when backtracking. I don't know what the timer was. I assumed that when it reached 0, king skeleton would run up behind me and bone me. When I entered my first cage, my dread shot through the roof when I realized the timer would probably reach 0 before I finish the game. Opening chests felt great. I mean, the rattling noises and all, it just felt really good to open a chest. I found some hammers which I tried to equip, but prodding around the outer ring of the interface that was cut off, I brought my helmet to 100/100, so I assume they were repair hammers. But it's not just chests that felt great, everything felt great. The atmosphere is phenomenal. You did a really good job with the atmosphere. T-shaped Barbutes are some of the coolest helmets.
I was exploring a random hallway when suddenly the music changed. I assumed that was the fuck-siren, so I backtracked through a doorway, when lo and behold the game's namesake comes waddling through after me, ready to show me a good time. I pulled out my hammer and gave him a good rattling before he put me on the floor, which hindsight tells me that I forgot to put my helmet on before he sank his boney little fingers inside my skull. I had more confidence going back through, however, and ultimately had a lot of fun with the demo, even though I don't think I managed to finish it entirely.
I think your end product is going to be really good, keep up the good work.
6cb94f No.15278767
What is the best combination for highest performance and visual fidelity:
<4K + no AA
<FXAA + 2K
<4x MSAA + FXAA + 1K
<8x MSAA + 1K
Also, should I make my game target 2K or 4K if my monitor is only 1K?
e38c82 No.15278788
>>15278767
Depends entirely on implementation. Those algorithms vary. Also visual fidelity is subjective.
Your game should always support other resolutions other than your own.
a23a28 No.15278790
>>15278767
You're asking the wrong question. You don't want something that offers "the best combination for highest performance and visual fidelity" you want "the maximum amount of fidelity that still gets the desired frame-rate on a given machine".
This is why option menus exist. The end user decides what counts as the "desired frame-rate" and can set the options to what works best for them on their machine. The job of a developer is to optimize as much as possible so that people on worse hardware can pick higher options and still get their desired frame-rate.
You should generally target as high of a resolution as you can without stifling progress, then allow for the user to set their resolution lower. However you really don't need to go higher than 4k.
e38c82 No.15278824
Well guys it's been fun but the normalfags have found my wedding and are now parading it around. This is the second time funhaus features my wife.
a23a28 No.15278873
>>15278824
RIP. I wonder how Lawrence found out about it.
b4a98d No.15278902
>>15278873
it's the only reason they have him there
i'm not watching an hour of that, what did they think?
a23a28 No.15278944
>>15278902
You only really need to watch from 19:20 to 23:10 to get their opinion on it. They react as you would expect.
6809b8 No.15278950
>>15273130
I can't even run it. Is there any config file so I can at least lower the resolution?
9e3ce6 No.15279002
>>15278906
This is what the link leads to. You're a fucking faggot and need to stop spamming your shit here.
116964 No.15279043
>>15278659
yeah, something changed and now i can't open a server until i fix it, i think accessibility should be improved before more games are held, setting up dedicated servers is something we are going to be looking into
4577f3 No.15279074
>>15277584
Thanks for the feedback. Looking back on it, I probably did put in too many clouds to try to make the tail less bare, luckily those are easy to put in and take out. The webbing on the hands and feet is probably too bright too, so I might see how it looks when I lower the contrast on those areas a bit.
The model is overall simpler than most of the other characters, so it's probably just the texture work and the clouds that are making it look too detailed.
09e76f No.15279188
>>15276438
>WARNING: Could not open the file "PVStest6.sw4": No such file or directory
Guessing you were working on that occlusion culling and forgot to comment out some file loading?
a8700f No.15279202
>>15279188
Yeah, the default map is hard-coded into the executable. It's kind of dumb. But, here is PVStest6, it should work. I actually might have occlusion culling turned on in there…
https://a.uguu.se/4t2CetlsDqZ8_PVStest6.sw4
Just put this into /data/maps/ and it should work fine. If you try using r_wireframe 1, you might see if the occlusion culling is activated on your executable. Luckily this map doesn't have an incorrect PVS generated for it.
80d6cb No.15279206
>>15270891
I don't understand how you thought that button layout was acceptable.
b4a98d No.15279379
Streamable embed. Click thumbnail to play.
stuff
download link is still the same >>15275625
i'd like to think that the camera is smoother now, although i honestly can't quite understand what everyone is having a problem with
9eff51 No.15279447
>>15278685
Thanks for that feedback glad you enjoyed it, It probably is my fault, I scripted it up so it set its self to 1920x1080 about 2 years ago and iv never removed it
4f2e68 No.15279628
>>15272170
The skirt of your waifu sometimes bugs out after she gets up. It somehow tugs itself behind her waist revealing her panties.
I closed the window and shut down the game immediately. I am sorry for looking at them, anon.
It also happened after she walked down some stairs.
76e83e No.15279635
>>15279628
He isn't a former Troika dev is he?
c309f1 No.15280836
So is this the new /agdg/ thread or should I just make a new one? Old one's dead.
6f54d0 No.15280861
>>15280836
Previous times demo day threads and /agdg/ threads were separate. Make a new one.
c309f1 No.15280904