8bf9db No.15716503
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/32567
8bf9db No.15716512
ANCHOR POST FOR DEVS
Will post games posted in the local /agdg/ thread last night myself to maximize exposure time for those devs
8bf9db No.15716524
>>15716512
Autumn Willow
https://www.dropbox.com/s/o131it5n7vov8o6/2018-11-11%20Autumn%20Willow%20%28DEMO%29.zip
This is a simple puzzle game inspired by games like Chip's Challenge and Boulderdash. It's pretty barebones, since a lot of the year's development went into under-the-hood engine stuff that you can't really notice. A good amount of the rendering and interaction code was done in the last 24 hours. The game is written from the ground-up in C# using SFML for resource management and rendering. The distribution is only 6 mb as well.
Any feedback about the game is welcome
638a26 No.15716556
>>15716503
Stickied
You do have your demos ready, right?
8bf9db No.15716566
>>15716556
>spoiler
At least a few other anons posted one already in the general, but they're in time zones where they should be awake now so I'm giving them a chance to post them themselves. Autumn Willow anon explicitly asked for someone to post it for him, don't know if he'll be around today at all
86bedd No.15716576
>>15716512
This is the latest build of my game engine, Sigma 2. Since last demo day it has occlusion culling finished, so it can run much faster. I only built it for 32-bit windows and 64-bit Linux today. If you need a different kind of compile ask and I can set it up probably. Vulkan support has been disabled while I rewrite most of the Vulkan code. However the OpenGL code has been rewritten to run much faster, so it's much more optimized.
I noticed on Linux it runs much worse, but maybe that's just my mesa driver. It's basically software rendering at that point… also, if you are on Linux, you have to bind your keys after the engine starts, but that works the same as any other game on a iD software/Valve engine, so it should be easy enough to do. There is some bug on Linux about reading the config file.
Windows (32-bit) (598kb): https://my.mixtape.moe/xdmozk.zip
Linux (64-bit) (813kb): https://my.mixtape.moe/jobsch.zip
Hopefully it's interesting to look at. If you want, set "r_wireframe 1;r_restart" to look at how the occlusion culling does it's job.
1f6fd1 No.15716579
lol they all suck
Try harder and maybe stop being retarded.
f1237b No.15716615
>>15716512
NimPuzzler (Placeholder Title)
Sokoban-inspired 2D puzzle game where you play as a bunny girl. There's a pack of around 30 simple demo levels included. It's still very early and basically a prototype so many things aren't done or may change (like animations, sounds, art style), but feedback on if it runs well, how controls feel or any issues found are appreciated.
>What are the controls?
The placeholder title-screen has the controls for controller and keyboard input. If you have more than one controller connected just the first one detected is used right now.
>What are the requirements?
Should be very toaster friendly but I've not tested certain setups like Windows XP or 32-bit Linux. If you run into problems please let me know. Windows and MacOS users don't need to worry about any dependencies. The Linux version isn't nicely packaged yet, so Linux users will need to launch the executable via CLI and will need SDL2, SDL2_ttf, SDL2_mixer and SDL2_image installed.
>What else is there besides demo levels?
There's a built in editor that comes with the game. Press F1 when in game and you'll swap to editor mode. From there you can create edit or create levels. Levels are stored in the assets/levels/ folder for Windows and Linux or inside the .app bundle in the Resources/assets/levels/ folder for MacOS users. The editor is still work in progress so some functionality is missing and there are a few gotchas but it's usable. I recommend you look at the included levels to see what certain fields like 'next' and 'teleport' on entities are used for. There may be a few bugs with how certain entities interact since I've not tested them all with each other yet.
>Import/Export Level Images
Rather than needing to upload the .lvl file to share a level you've made with the editor you can export it using the "Export as Image" option under the File menu. That will create a PNG in the levels folder that you can post. To import a level someone has posted: download the full sized PNG (the thumbnail won't work) then drag and drop it from your file manager into the game's window.
Download links:
Windows: https://mega.nz/#!B2oGmS5B!kKKFng6jPzgnbdWgRkP5lr2SKJGdsfioh9WTV35EEMc
MacOS: https://mega.nz/#!Z3Ym1QiZ!h5qp1N-YzAF0RXaaPo0cooLruprBSM57DvdcbJK5Dow
Linux: https://mega.nz/#!VuxWnAza!Tje2Qzb_nQkmP5Mv1qg3g-dUXo4QPXHm1LaBw24u3NY
9361e3 No.15716622
>>15716512
My project is a currently nameless tactical RPG in the style of games like Final Fantasy Tactics and the Fire Emblem series. It also takes inspiration from some /tg/ systems mechanically.
https://drive.google.com/open?id=1KpK8M4amVOwVnjNJMZKqis7uE-Z-gm37
I have three gameplay modes planned: Story - a singleplayer campaign; Scenario - scripted single battles where you're given predetermined units and an objective to complete; and Skirmish - a vs mode where you can play against the AI or another player via hotseat multiplayer.
The demo showcases the Skirmish mode and combat system with three different parties to choose from and two maps to play on. Eventually, I plan on implementing a teambuilder and allowing play with custom parties rather than just presets.
661334 No.15716629
Honestly guys, none of these games look any good
faee88 No.15716637
Where the FUCK is shinobu-fag?
b43332 No.15716657
>>15716512
I missed two demo days and it's time to show something for it. This is BEELZEBOX, an action RPG. I'm trying to re-capture some of the charm of the original Diablo, with a bit of a twist: the game now has an optional firt person mode, as well as new models and animations made by the awesome trolldude. Everything is still WIP but I hope you'll have fun exploring the village and reaching the boss on the 4th level.
DOWNLOAD HERE (Windows 32 bit):
https://shodanon.itch.io/beelzebox/download/hDRHxbb5C_CCa2ZkSe21Du3qcts_5m_kR1TpPmES
You can either give your feedback here or in the dedicated /agdg/ thread:
>>>/agdg/29865
Controls:
Left click – attack/move
Right click – activate skill
C – skill level up screen (you choose skills from the menu to the bottom right)
I – inventory screen
Alt – highlight all items
Tab - switch automap opacity
Space - toggle first person mode
Shift + click - attack in direction of cursor
1,2,3,4,5 - use potion on belt
Esc - menu. duh.
in first person mode:
WASD - movement
Middle Mouse - toggle freelook
Left click - attack and pick up items
8bf9db No.15716715
Initial feedback on all projects except Beelzebox, that one's currently still downloading and probably takes a bit more time to check out.
>>15716576
Windows version sets off Avira antivirus as a Trojan that tries to connect to the internet, and windows does tell me it's trying to go online and blocks it. Dunno if this is because of that EXE compressor you used or just because you listen to port 1488 for multiplayer. I don't feel like you're the type to try to run malware on our PCs or get feedback through automatic means without consent.
It does run, but in a very tiny window without resizablility and r_displaymode in the console doesn't seem to do much. Trying to move the window makes it fly offscreen.
Actually, running r_restart made it automatically resize to my max resoluton, which is at least more usable. Wireframe mode worked, culling looked like it worked well, and I found pic related. You may have a wrong polygon order here or something, unless it's on purpose.
>>15716615
Pretty damn good, anon. It just werks, looks good, and is even fun already with just the demo levels. Played to 2nd pic related pretty quickly, will probably try to finish it after checking out the other demos.
Only real non-positiv feedback I have would be the pop noise when you push blocks is rather grating and nonsensical, please replace that ASAP.
>>15716622
Seems pretty decent so far, I definitely think this can be a good game with more work put into it. One immediate bit of feedback I have is to tone down the grid graphics a bit, make the lines a darker shade of the tiles they border instead of white. It would also be nice to have some method of surveying the entire map. Controller does work, but rather nonsensically (start to select an option, rather than the A button). There's also no way to cancel after selecting move, I think? Those are things I'd fix right away to make development easier on myself if I were you, but you might not give a shit about those changes. Anyhow, good job and good luck on further development.
>>15716637
He's a mexican, it's barely 7 AM over there. He'll probably post later, if he's even posting a demo. Though I'm not sure if I'd bother if I were him, don't expect many anons to have VR headsets lying around.
e7c8fa No.15716723
>>15716566
I'll be around here and there, I have to leave for work in a few minutes and didn't think I'd have time to pop in this morning
d4f84c No.15716749
>>15716657
I enjoy seeing this progress..
When I was 15 the idea of a diablo where you can go in to first person mode would have blown my mind…
The fireballs seem to be at crotch height. Thats my only complaint.
1540aa No.15716754
>>15716512
Everyday Life Demo 2
Features:
>Grass tech, pick the scythe to cut grass passively
>Prototype farming system, pick the hoe to place plots and pick seeds to plant crops on the plots
>Basic pickable items, run over an item to pick up, right click to drop, left click to use.
>Added ambience sound
>Greatly improved graphics
>Cloth physics added to Adam's clothing
>Terrain and Aldrasil tree remade (terrain still has some flaws, will be fixed next demoday)
>Replaced some of the placeholder animations with final ones (run, jump, walk), some animations will still receive tunning
>Elly and Sasha are in the game, but you cannot interact with them yet
Windows:
https://www.mediafire.com/file/tglucm41mssp1as/10-11-2018_-_Windows.7z/file
https://mega.nz/#!qlUmEI6C!pxlcdLHLV7x1fICM8_s9ufSoEPKRekev1frU673h9NA
Linux: (we do not have a linux system, this version has not been tested! Please tell me if it fails to run)
https://www.mediafire.com/file/fva0z0za4ya0lea/10-11-2018_-_Linux.7z/file
https://mega.nz/#!etUkWIQR!KHB5P8lUSfS6Lvdb0k_4XuL4XkaIzZS3GTprjhnEFjE
256b1d No.15716757
>>15716615
Finished the demo. Didn't encounter any issues.
Did you compose the music? If you did, I like it. I understand its a placeholder for the actual soundtrack. But, otherwise its kind of neat, albeit a bit ominous at times. It made me reminisce of older games with mystic locations of enchanted ambiance.
Overall, its good. We need more puzzle games in general. Its becoming a niche genre.
b0f28e No.15716789
>>15716512
Hellas
Download client: https://drive.google.com/open?id=1hBWTeqyrrhKoBGD_Rz1wtu7v3iWJ9OMs
Ancient-Greece MMORPG inspired heavily by TerraFirmaCraft and Vanilla WoW. It currently includes combat, crafting, building permanent structures, guilds, leveling, talents, spells, gear. No password security yet.
Controls: WASD or arrow keys; right-click to interact/attack, open windows via menu bar at the bottom.
7cbfc2 No.15716805
>>15716524
>Reimu
I like it already
11b11b No.15716840
>>15716838
anon are you okay?
742148 No.15716862
>>15716840
Its probably that pajeet that declared war on /v/ spamming a sticky after failing to spam the whole board.
b16197 No.15716866
>>15716853
Can you stop spamming the thread? It's gonna be stickied for several days, so it doesn't really accomplish anything.
742148 No.15716870
>>15716866
Wouldn't it in theory cause the early posts to be culled after a while?
b16197 No.15716875
>>15716870
The thread isn't cyclic, so no.
2a41d5 No.15716930
>>15716754
Nice and comfy. One bug I saw was the water reflections changing to include invisible things when you look at it in a shallow angle, and the other was the camera clipping through stuff in buildings.
Might be good to increase the ceiling height, most third-person games tend to have greatly increased room height to accommodate for the camera.
The hoe should probably show a ghost of where the plot will go, and the scythe might be better on a press-to-use mode or with a toggle, unless you're expected to gather enormous amounts of grass in the game. And pickups in general work better with a "press [button] to pick up" instead of just needing to walk over it imo.
Also cute loli.
623ffa No.15716956
>>15716657
>blackface
you sure you want a monster named like that?
>>15716524
with mouse input, making puzzles would be much easier
at least play the demos, mr. mental illness.
1540aa No.15716958
>>15716754
FORGOT TO MENTION
Grass is disabled on minimum settings, put on higher settings to see it
13f707 No.15716960
9f048d No.15716967
>>15716754
Like the other anon said, its comfy and I like the little details you put in the game. Good work anon
1540aa No.15716974
>>15716930
Thanks for the feedback dude
The water glitch we know and have been trying to fix, we will probably have to redo the shader, my brother knows more about it
We will make a system to hide the upper layers of buildings you are in, i made all buildings split in floors for this, we didn't have time for it yet
The tools will be redone when we add a proper inventory, there will be proper animations for their use and the Hoe will even show a grid when placing plots to align them together
I am glad you liked Sasha, she will be marriageable in the game by the way she is legal don't worry
1540aa No.15716977
>>15716967
We are not done yet! it will be comfier!
2a41d5 No.15716985
>>15716974
What are your plans for gameplay? Something like Harvest Moon?
4b8f5d No.15717022
>>15716512
Focus for this demo was on level designs and visual stuff but there are many other improvements like AI and controls, too.
Still a very early demo, but please tell me what you think and share what you think could improve UW!
Download - Windows 64 & 32 bit only
https://duque.itch.io/uw
Controls -
WSAD - move camera
QE / Hold Mouse Middle Click - rotate camera
ZX / mouse middle scroll - zoom camera
Space - Pause / Play toggle
G - Use grenade
R - Manual reload weapon
V - Vehicle seat change
T - Toggle movement mode
F - Toggle fire mode
I - Open inventory
C/I - (Worldmap) Open squad info menu
Tab - Toggle Line of Fire UI
Left Mouse Click - Select / change direction
Right mouse Click - Move / (on enemy)Attack
Right mouse Double Click - Move(Sprint) / (on enemy)Move to attack
`,1,2,3,4,5 - selection hotkey( ` = select/deselect all)
Hold Left Shift - Faster camera movement / Queue orders / Multiple unit selection
Hold Left Ctrl - Skip dialogues / Walk
ad1bb9 No.15717024
>>15716622
>speakers blown out the moment I turn the game on (why didn't I learn from Vinny?)
>omnipresent grid
>can't back out of the game itself
>can't zoom out (understandable)
>archers have the same range as regular foot soldiers
>stats screen overlapping with the sprite and is not stretched over the entire screen, you can still see the regular game on the edges
>odds stacked against you (miss three times in a row, lose two soldiers in the process)
>still can't tell the difference between moving and disengaging, get attacked either way while moving
>no idea how to set up the "overwatch" thing like the enemies do
I mean, I would like to say something positive about it because I enjoy Fire Emblem games a little, but you'll have to keep at it.
b16197 No.15717057
>>15716576
I'll try it again later on Windows because I can't be arsed to bind keys on Linux, but there is one issue for the Linux version, which is with the mouse controls.
This is not an issue that your game specifically suffers from, more games have the same issue, but I figured I mention it. (Partially because my Linux builds using SDL don't suffer from the same mouse issue.)
The mouse issue is that the cursor "snaps" constantly to a different position, which makes the camera & cursor uncontrollable. This issue only occurs when an xinput pointer device had its coordinate transformation matrix modified. I have this modification as it is the only way to configure mouse sensitivity on my distro, but I have to disable it whenever I play a game that can't handle it. Some related info here https://askubuntu.com/questions/172972/configure-mouse-speed-not-pointer-acceleration
I don't know whether your software or the distro is to blame here, but since SDL "just werks" for mouse-look in my projects I figured I'd mention it.
When extracting the zip on linux, the executable does not have execute permissions. I think this is because zip doesn't properly support Linux file permissions.
>>15716615
level 31 is 2herd4me by which I mean I'm lazy and don't feel like trying to solve it.
Game works fine on Linux.
The game's controls need work. Allow players to move by holding a button down, as otherwise they'll tire their fingers mashing buttons.
When I click the X close button on the window, it takes several seconds for the game to actual close.
>>15716754
No instructions. :V
Game runs fine on Linux, but there is no grass. ("Grass to process 0 + 1353" related?)
Default bindings bind left shift to both dash and fire3.
When extracting the zip on linux, the executable does not have execute permissions. I think this is because zip doesn't properly support Linux file permissions.
c21ebf No.15717064
I'll have a game…. next time
5e5037 No.15717094
>>15716789
This would be just my cup of tea, IF IT WORKED. Clicking Login just freezes the game for some moments. You can't go past the main screen.
5e5037 No.15717110
>>15717094
in the client.txt file I can see this:
>SDL_mixer initialized.
>Connection error: 10061
>Connection error: 10061
1540aa No.15717136
>>15717057
>("Grass to process 0 + 1353" related?)
yeah, probably some issue with compute buffers, probably can't read the result for some reason. I think there are some libraries that need to be installed on linux for it to work.
The game does block grass from spawning if the quality setting is on Fastest for compatibility, but it should show 0+0 if it was just that, so it's probably not that
>When extracting the zip on linux, the executable does not have execute permissions
It was built and zipped on a windows system, so that's probably why
1540aa No.15717141
>>15716985
Yes, but more similar to Rune Factory, it will be more to the fantasy side and combat will be added after release for free obviously, the focus is comfy relaxing slow and steady daily progress.
b0f28e No.15717147
>>15717094
Sounds like it's having trouble connecting to the server. You might have gotten a Windows popup to allow network access?
You can also give it "-window" on the command line to put it in windowed mode, since fullscreen can get frustrating when things go wrong.
f1237b No.15717153
Thanks for the feedback anons.
>>15716715
Sorry about the grating sounds, glad you like it so far.
>>15716757
It's not my music but it's vaguely the direction I'd like to go. I'm planning on making some changes to how levels look and establish a proper theme (I just kinda threw the sprites and level tileset together) so I'll probably revisit sound and music after that so it all fits.
>>15717057
31 with the two cherries at the bottom? I agree on the holding down controls, that's on my to do list. I saw the delay in closing when testing on Windows last night so I'll definitely look into that. Out of curiosity if you click to close the window then press F1 to go to the editor, does it close quicker?
b0f28e No.15717168
>>15717094
Thanks for the feedback. Turns out it was a problem on my end; I was forwarding the port to the wrong IP. Hopefully it will work now.
5e5037 No.15717178
>>15717168
No problem. Let's see if it works now. I'll play as Viriathus.
a95637 No.15717180
>>15716956
>you sure you want a monster named like that?
yes
5e5037 No.15717181
>>15717178
Nope, doesn't work. Doesn't freeze anymore but also doesn't connect or do anything. The txt change to this:
SDL_mixer initialized.
Connected to server
Bad message ending. code=161; remaining message = -1610.11-15-g69de7e9c
Bad message ending. code=52; remaining message = 5210375
Connection error: 10056
Connection error: 10056
Connection error: 10056
b16197 No.15717201
>>15717136
>The game does block grass from spawning if the quality setting is on Fastest for compatibility, but it should show 0+0 if it was just that, so it's probably not that
I noticed that and did try on different graphic settings, but it doesn't make a difference.
b0f28e No.15717203
>>15717181
It looks like other people are having the same issue too :(
What version does it say on bottom left of the login screen?
1540aa No.15717204
>>15717201
I think you need the cuda packages from nvidia on linux or some shit like that
df8046 No.15717212
>>15717153
By the way, you should keep the difficulty and increment it as you progress. The tutorial segments, where you introduced new mechanics, also felt intuitive, at least in my opinion.
5e5037 No.15717215
>>15717203
0.9-10-g4fcb010
b0f28e No.15717218
>>15717215
Ah, yeah, it's a version mismatch. Mea culpa.
The download link above should now point to the correct version; both server and client should be version 0.11-15-g69de7e9c.
Thank you for continuing to try despite the problems!
b43332 No.15717232
>>15716789
you using contaboserver.net? My router is blocking connections with its IP when I try to login, even though the server IP given in the client is different
>>15716754
I'm growing fond of the QTs. The world is looking great, can't wait for it to become populated. Still needs AO
b0f28e No.15717241
>>15717232
Nope, the server is running on my PC.
1540aa No.15717243
>>15717232
We will add post-processing… eventually
9b0ea8 No.15717253
>>15716512
Tiny Chao Garden DX, a recreation of the Tiny Chao Garden for the GBA.
https://drive.google.com/file/d/1VIbB0Nu1ynsJbX3bYKi9_084dcFt3O5P/view?usp=sharing
The Janken minigame is now available. Arrows or A-D to change positions, Enter to fire. It's probably not the most engaging thing in the world, but it definitely has an edge over the card match. It also has some small changes from the original game- the Chao in the center will react to being hit, and there's a new bomb shot that can take out any card in a small radius. It's fairly rare, but it'll have a boosted chance of appearing if your Chao's mood is halfway or full before you start the game.
Also, something I forgot to mention from the previous thread- you can import Chao from the Steam releases of Sonic Adventure and Sonic Adventure 2, and vice-versa! All you need is a copy of Fusion's Chao Editor: https://chao.tehfusion.co.uk/chao-editor/
b0f28e No.15717261
>>15717218
"shodanon": it looks like you've got the older client version. Try re-downloading it :)
02f761 No.15717266
Meme War
It's not "finished" but it's much more than a demo at this point. It's a cross between minecraft, reddit, and imageboards. It's a hyper-gamified forum. Check it out today, or later, because the site will be up continuously for the foreseeable future. There was some confusion last time as to what the point was. It's literally just a really fancy imageboard. Discuss things, state your opinions, BTFO anyone who disagrees with you. It's also kind of like minecraft in that you must first acquire resources before being able to have full posting mastery, which let'syou can create cool stuff in-game. If you're looking for bots to kill, they only spawn in 'culture war' but let me know if you want more bots and add them to a couple other rooms. I'll also up the meme eater and interdimensional locusts events if you want. I have no problem upping your default items/MV too, just let me know.
http://alt.memewar.io
if that doesn't work
http://memewar.io
1540aa No.15717280
>>15716930
>One bug I saw was the water reflections changing to include invisible things when you look at it in a shallow angle
Should have been fixed, but sometime in the middle of development yesterday, unity crashed and the fix was lost.
Sadly enough, it's just a single modification into a single float.
a7bc80 No.15717287
>>15716524
Replace the diamonds with ying-yang orbs, and the Touhoufags would worship you.
>>15716615
>Comes with an in-built editor
You're doing god's work, Anon.
5e5037 No.15717294
397224 No.15717317
>>15716524
As you pointed out, there isn't to say about it till now. There just isn't much "game" in there yet. So I rate it ?/10.
I can give you some technical feedback though:
1. You can move the yellow cursor out of bounds (as you can see in pic related)
2. You can build objects out of bounds (on the border, not further outside. You can build a player and walk her back inside)
3. The game shouldn't handle input, if the window is out of focus. It's annoying. Interestingly, only the arrow keys and WASD still work when the window isn't focused.
Keep it up!
f56c8c No.15717322
>>15717266
Interesting concept. I wish there more people using it so I could squidpost with them.
000000 No.15717337
>>15717266
is the portaler item icon based on the portal gun from rick and morty
if so, you should kill yourself anon
397224 No.15717342
>>15716576
Sets off a couple of anti virus softwares (probably because of the compressor): https://www.virustotal.com/#/file/c3afd70e050f13c14dc0f9d27ad6ee06cc9634ba063eec59c25e170537c3642d/detection
There isn't much too much to say about this one either. Hope you make an interesting game with your engine some day.
f9fba2 No.15717353
>>15717253
You are a fucking legend.
9a5c33 No.15717396
>>15716512
Trigger Control
A game much like Receiver that focuses on realistic gun handling.
General
esc - exit
tab - free mouse
Character
wasd - walk
qe - lean
space - jump/mantle
ctrl - creep
ctrl - grab ledge
ctrl + w/s - climb up and down the ledge
ctrl + a/d - move horizontally along the ledge
ctrl + scroll - adjust stance
alt - free look
left click - pick up the item you are looking at (only when a weapon isn't in your hands)
Inventory
~ - holster weapon, draw weapon
1234567890 - put in inventory, draw from inventory
Pistol
left click - pull the trigger
right click - aim
insert mag - z
remove mag - x
toggle safety - v
pull back the hammer - f
pull back the slide - hold r to pull back, release to let go
release slide lock - t
The windows builds work on my machine, the Linux builds are untested.
Windows 64 bit
https://mega.nz/#!xr5nEKQC!7BKrSyz1pKjpTtxLoo04lWjW75QW9oMwt8ipEi3IunM
Windows 32 bit
https://mega.nz/#!xnpBCAoK!PZt9AbMqFoDZEVPglhUGrMCAxT-3b_vIhM75sWhJBIo
Linux 64 bit
https://mega.nz/#!pio1USjY!I7g5FW_Yj5-PhoYBrpP7jMXOYf4oNthVuMoiCV-T4cY
Linux 32 bit
https://mega.nz/#!snh3RKwb!yI0-Tf1EtjRZFGTjOBsOKhzhpSNGz2jMmf07IKol9GY
63365a No.15717413
>>15717287
I want to keep it as my own thing; however I am going to support texture mods (just drop in appropriate files and off you go) if possible. I did want to have holiday skins as well So, an unofficial Touhou skin could probably be a reality some day.
>>15717317
The cursor stuff receives window events which iirc dont fire if it doesnt have focus. Thats more of a debug thing anyways. The movement checks for state proactively so it is two different systems happening.
I would like to eventually have options for run while minimized or out of focus, the standard display stuff like windowed fullscreen, etc
385c7b No.15717459
>>15717396
I got the Linux version working by manually getting it to load one of the Windows' pack files:
./TriggerControl_Linux.x86 –main-pack TriggerControl_Win.pck
Inventory management is all kinds of fucky. Somehow managed to holster the gun but never access it again after picking up some other stuff. Then my hands were full without actually holding anything, and when I dropped the strange box, it warped back and forth between where I'm looking and where I dropped it.
Avoiding those pitfalls, the gun mechanics seem to mostly work, likewise with the leaning-stancing-climbing.
Maybe it's part of the whole Linux/Windows thing, or you just haven't gotten around to ironing out all the bugs. Still neat, I guess.
397224 No.15717460
>>15716615
The visual style is really nice and so is the gameplay. (Although I don't really like these kind of puzzle games all that much, because they make me feel retarded after I find the obvious answer.) The music is oddly fitting, I think. Even though it sounds like some ambient music ripped straight out of a horror game.
Bonus points for shipping with an editor.
The only issue I found was that the music gets muted permanently, if you open the editor once.
397224 No.15717537
>>15716622
>Unity
No problem with that, Anon. I hope you can make a nice game with that engine.
>gameplay
Can't speak to that, since it's not a genre I'm familiar with. Played one round and all the RNG made me go "Yup, that's not for me".
>Audio-/Visual-design
The permanent grid isn't a good idea and the music was a little bit "hyper" for my taste. The music was way too fast for a game with such a pace. It sounds like something for a fast paced platformer.
When the AI took control of its units, the camera movement was a bit jarring. I think you should find a way to make it fly all over the place less. Maybe you could zoom out a little when the AI moves and give the player more of an overview of what happens. You can move your cursor all over the map while choosing where to move anyway.
Overall it's something that's just a little too far out there, compared to what I usually play for me to judge properly. >>15717024 seems to know more.
25a360 No.15717567
>>15716657
Really liking it so far, just a couple of issues.
Nitpicks:
>Transition from first person / third person is kind of slow.
>I would really like if I could walk with WASD in third person, but I get that this can bring a lot of problems regarding game balance and not really conforming to how diablo worked.
Real shit:
>vid related
>you can go into first person mode even on the title screen and while the game is paused.
>had a lot of trouble alt-tabbing from the game and not being able to go back into it.
>Changing fullscreen to "no" and resolution to something lower than the recommended is really buggy and doesn't work at all sometimes. I had to change to windowed and then change resolution.
>when equipping a helmet on first-person mode, it isn't transparent and obstructs your view
>when enemies attack you on first-person mode you don't know where you're taking damage
I don't know if it's because my PC is shit, but at some parts, on first-person mode, my framerate went to shit.
I also got a black pitchfork, the name was also in black and I couldn't even read it. Didn't show any damage values on it. Tried to capture a screenshot, but Lightshot made the game minimize and I couldn't go back to it. I'll play more later.
f9fba2 No.15717576
>>15716657
Cool game, I've been looking forward to a real demo for a while. Now for feedback:
I had some trouble with fireballs missing the bosses and bigger enemies constantly, even when I'm in a completely open space and they are coming straight for me. The skill point allocation screen also would regularly reset my points in meteor to 0 and also claim I only had 1 skill point when I in fact had more.
First person mode is fun but absolutely trivializes your game, might wanna tweak it a bit or warn players that it is essentially easy mode.
Enemy AI loses track of you too easily. Take a few steps away and they'll just turn around and let you stuff a pitchfork right up their ass.
Gameplay aside, the only graphical glitches I experienced were strange issues when I filled a place with corpses and was in first person mode. Textures began wigging out and I got lots of ugly black squares on models but I didn't take a screenshot because I'm a dumbass.
Now I did really enjoy the core gameplay. The pieces of enemies flying off and the extreme ragdolling when you deliver a hard hit are very satisfying. I look forward to what you'll do with enemy variety in the full game.
Protip: I want spiders and I want to knock their legs clean off.
9a5c33 No.15717578
>>15717459
Dropping with B is messed up and incomplete, which is why I didn't list it as a command. But thank you for bringing it to my attention none the less. The problem is that it turns on physics but doesn't actually drop what you are holding.
>I got the Linux version working by manually getting it to load one of the Windows' pack files
I'm not used to exporting with godot. I should have included those package files in the linux archive. I will remember this for next time.
Linux 32 bit
https://mega.nz/#!J3pxwAAJ!r7H7utr69fPpXfgJ_RTwuQM4lc4ehSHdDftXmr3NZEw
Linux 64 bit
https://mega.nz/#!hvhhhaDL!JsAFhsXk_aepS3JSykVg31-L1zxQMyeLRReto-IUctw
>Somehow managed to holster the gun but never access it again after picking up some other stuff.
Did you drop the magazines instead of putting the empty magazines back into your inventory? That's the only way I can replicate the problem on my machine. If you ever get to that point then push an empty inventory key and it will put those not-actually-dropped magazines into the inventory and free up space.
I'm not saying this isn't a problem, I'm working on fixing it, .
397224 No.15717669
>>15716657
Let's get the obvious thing out of the way first: You really need an artist. I know they don't grow on trees, but if you keep working on that and the opportunity ever arises, take it. Seriously, the concept has promise, but it looks so bad.
While we're on the topic of graphics: I think you should rework the HUD to not copy Diablo that blatantly. Personally, I don't mind, but I know for sure that it will come across as cheap knockoff to some people. And that's a shame, because the gameplay actually has something to offer that goes beyond a knockoff.
On a technical level, I think the biggest issue is performance. On the surface, first person view it runs like ass. The transition to first person mode could use some work, too. Maybe switch to a perspective camera first, then fly inside the head of the player. (Which you seem to be doing underground anyway.) If I had to guess why the surface level runs so poorly, I'd say you're not using LODs for your models. There's barely anything on the screen, but the game runs at like 30-40 fps on my PC depending on which direction I look.
First pic related shows two graphics issues. The torch uses a brick texture for some reason and the near clipping plane is far too close, so I actually look through its pole.
Besides that, the if I use middle mouse to show the cursor, it doesn't disappear, even if I go into first person mode, so I always see a cursor and the crosshair.
You can still look around while in the main menu. It should just lock into cursor-mode.
Changing the resolution and fullscreen mode doesn't really work reliably. When I go from native resolution fullscreen (2560x1440) to 1920x1080 windowed, it goes to 2560x1440 windowed. I can then arbitrarily resize the window, but the menu still thinks I'm at 1440p. Maybe just hide the resolution setting, when you're in windowed mode. Your menu doesn't seem to like that though, as it doesn't get recentered, and you see a weird grey box (see pic 2).
There are some serious glitches in your map generator. Look at vid related, for some overlapping and disappearing walls.
Don't show the equipped helmet in first person view. It looks stupid and interferes with some animations (e.g. the shield glitches through it).
Overall I'm glad you're still working on it and I hope, given enough time, you polish (no pun intended) it.
385c7b No.15717686
>>15717578
Pick up gun.
Holster.
Pick up two magazines, one in each hand.
Unholster.
"your hands are full", but no other effect.
Unholster a second time.
Fucked.
If you only unholster once and put the magazines away into your inventory slots, then pressing holster once gets me
SCRIPT ERROR: weapon_holster: Invalid call. Nonexistent function 'get_parent' in base 'Nil'.
At: res://KinematicBody.gdc:516.
In that case, a second unholstering still brings the gun back.
ec18cd No.15717699
>>15716657
Its pretty nice so far. In first person mode you can clip through the building walls on the surface. You still can't go inside the buildings but you can get in their walls. Framerate drops when in first person mode as everyone else has stated. Light, especially from the buildings and light sources on the surface cause the most framerate drop. Also, I guess I'm the only one, but half the items that drop will fall through the ground. It's annoying at first, but in later levels this happens less often. There are also some enemies that couldn't be killed, at all. Generally what happens on those is that their health would go down like normal but then they would stop taking damage. Neither melee nor magic would kill them. Can't wait till you add sound effects for the surface, then it'd be really atmospheric.
397224 No.15717715
>>15716754
Not really much to say about this one, because there wasn't anything to do really. Grass looks sweet though. Oh, and like Beezlebox, I sometimes get stuck with a visible cursor in the center of the viewport.
I also found a graphics glitch. If you place one of those glowy things next to the girls, the wings on the right one show some z-fighting. Did you accidentally place two?
25a360 No.15717716
>>15716657
I also managed to bug-out the item highlighter, and now I have a "health potion" tag following me around, I don't know how to reproduce it.
Sometimes it's really hard to pick up some items, but most of the time it's OK. It would be better though if you show every item tag name when pressing ALT. Also, let the player click on the tags to pick them up while holding ALT.
>>15717576
I also had the same issues as this anon. I found out the reason the skill levels go back to 1, it happens when you change floor levels.
On some angles the fireballs just don't hit the target, see vid related.
And when you go back a level, the whole level is created again, and you start on a up stair, as if you went down a level. I guess you haven't implemented a level saving system yet.
1540aa No.15717728
>>15717715
>Did you accidentally place two?
Yes, the hair is also duplicated, or rather, was.
I had to make some changes today to let my brother animate the wings, and ended up fixing that too, as a bonus
598e0d No.15717736
>>15716657
those zombie-things in pic 3 look like some shit outta carnevil, good job anon that's goddamn terrifying.
11b11b No.15717742
>>15717716
seems like everybody pointed out the obvious, but another thing i noticed is that some of the loot can sink into the ground
397224 No.15717762
>>15716789
>spawn, half-naked on a grass plain with surreal-looking color scheme
>looking too much at the endlessly repeating pattern makes me feel weird
>decide to move on
>bonus points for immersion: in-game character feels weird, too, as I can barely control him
>press left
>nothing happens
>after about a second, the character moves
>sometimes even to the left
>clearly, dark forces are at play here
>character is possessed
>decide to pick up sticks and stones that are lying around
>as earlier, it takes my character about a second of mustering his willpower before he regains control over his body to pick up the object after right clicking
>see goats
>fuck goats, I want to kill them
>try to approach
>character does all sort of weird movement, but does more or less move in the direction I want him to
>suddenly, goats move
>character screams
>must be too afraid to attack, because he ignores my orders
>can't overcome this mighty enemy and die
>respawn at a shrine in the same surreal place
>this is what hell must be like
Horror game/10
9a5c33 No.15717773
>>15717686
Thanks for telling me how to replicate the bug. I added in a single line of code and it's fixed.
9361e3 No.15717803
>>15716715
>One immediate bit of feedback I have is to tone down the grid graphics a bit, make the lines a darker shade of the tiles they border instead of white.
Noted. Something like pic related maybe?
>It would also be nice to have some method of surveying the entire map. (…) There's also no way to cancel after selecting move, I think?
Press right shift when when on the first menu while selecting what you want your character to do or while on any other menu respectively.
>Controller does work, but rather nonsensically (start to select an option, rather than the A button)
I wasn't aware of this. Not intentional, but controller configuration is low priority for me at the moment.
>>15717024
>speakers blown out the moment I turn the game on (why didn't I learn from Vinny?)
The audio manager was slapped together in about an hour two days ago and is pretty bare bones. Not sure why it did that, but I'll look into it.
>omnipresent grid
I'll add a toggle option. Maybe three options for light, dark, and off?
>can't zoom out (understandable)
Planned, but yes, no zooming at the moment. The camera needs work in general.
>stats screen overlapping with the sprite and is not stretched over the entire screen, you can still see the regular game on the edges
I'm guessing I forgot to set that menu to scale with window size and that's what's causing that. Thanks for bringing it to my attention.
>odds stacked against you (miss three times in a row, lose two soldiers in the process)
IIRC the base hit chance is 70% which caps out at 95% and the highest base defensive roll any attack target should get is 30% block rate for having a shield (you only get to use one defensive roll, whatever is higher between dodge, block, and parry). Stat allocation when I slapped together the demo parties was pretty much "take the average and modify it slightly" (which is why the basic human infantry has straight 36's). Different stat allocation would increase the hit rate. Enemy defenses, I was considering having drop following successful defensive rolls, so even maximum defensive rolls could be overcome by throwing enough attacks at someone, but that's not implemented that yet.
>still can't tell the difference between moving and disengaging, get attacked either way while moving
A normal move costs 1 action (or 2 for double the distance) and you are attacked if you try to move out of melee range of someone wielding a melee weapon (or no weapon). A disengage costs 2 actions, but you aren't attacked by anyone you're in melee range of at the start of your movement (if you move into and then out of someone else's range, they still attack you).
I think these two are related…
>archers have the same range as regular foot soldiers
Movement range, yes, but the bow has a range of 8 tiles
>no idea how to set up the "overwatch" thing like the enemies do
There is no "overwatch" thing. If they're firing at you, they're doing it on their own turn.
Every unit has two weapon sets. The melee units have a various melee weapon in set 1 and nothing in set 2 (Zombies are just flat out unarmed because they're chaff). The ranged units have a bow in set 1 and a dagger in set 2. To fire a ranged weapon, you have to spend a number of actions equal to the reload time (just 1 for bows) to load it and then an action to fire it. When the units turn green for a second, that's a placeholder visual indication that they're loading their ranged weapon. When they turn orange, that means they're switching between weapon sets (which also takes 1 action).
>Unity No problem with that, Anon. I hope you can make a nice game with that engine.
I feel some of the reputation it has is undeserved. Shit devs make shit games regardless of the engine they use. Unity's biggest problem in that regard is ease of access to those shit devs and slapping their logo where it's impossible to miss on the unpolished turd they make.
>The permanent grid isn't a good idea and the music was a little bit "hyper" for my taste. The music was way too fast for a game with such a pace. It sounds like something for a fast paced platformer.
The music is just a placeholder, but I'll see if I can find something a bit more toned down.
>When the AI took control of its units, the camera movement was a bit jarring. I think you should find a way to make it fly all over the place less. Maybe you could zoom out a little when the AI moves and give the player more of an overview of what happens. You can move your cursor all over the map while choosing where to move anyway.
I noticed that too. Originally I had the camera panning and unit movement set to be slower, but I got feedback that it was too slow. The camera needs work in general, and I'll probably work on smoothing the pan speed a bit.
9361e3 No.15717805
>>15717803
The last bit of this was in response to. >>15717537
397224 No.15717834
>>15717022
The sound options are missing some labels. I see four sliders from quiet to loud, but they aren't labeled.
In the first level you can see the trees cause some graphics glitches because of how Unity's SSAO works. You can see the planes of the tree mesh. But it's rather faint.
I think the terrain resolution is too low, as seen in pic related. Those transitions are ugly. Aside from that, I think the art-style is really nice.
In my opinion, this is one of the better demos here today. It's quite simple, but it still goes beyond a tech demo and actually has some meat to it as a game, without sacrificing polish.
Looking forward to see more in the future.
1540aa No.15717836
>>15716657
You should just focus on making the game on first person and leaving the third person as a option, it was much more fun going fast, dodging attacks and bashing enemies felt more impactful when you start to swing a heavy weapon and close in for a violent bash, very good!
The issues i found were
>Z-fighting on walls
>Helmet in first person floats in front of you
>FPS death after a while (too many objects probably)
>Opening menus should always bring out the mouse, and quitting menus should let you control the character instead of having to press shift
e32eee No.15717837
>>15717022
>join our dev discord
793c6b No.15717843
YouTube embed. Click thumbnail to play.
This release is from 10/10/18 its v0.2. I did not plan to finish a v0.3 for today but this version is updated since last demo day.
Instructions/Controls: https://www.patreon.com/posts/shinobu-project-21970116
Use the video as a guide to know what to do. Currently only objective is just to fill the todo list as there is no game elements yet. VR supported.
Download: https://www.dropbox.com/s/j6zqblwu4w1lou2/ShinobuProject%20WIN_64_v0_2_1.rar?dl=0
This version is pretty robust but I remember a bug where she stops responding to the rubber ducky, has been fixed since.
397224 No.15717850
>>15717253
Can't say much about this, as I didn't play the original and I have no idea what I'm looking at. However, it does look and sound like something from the GB era, rather than the modern pseudo-retro style, so good job, Anon.
21de6a No.15717857
>no mom
>no castlevania clone
everything is fine
74368a No.15717876
Where is Erni's Iceberg? I want an updated version of it before I download
397224 No.15717886
>>15717396
Pretty rough around the edges. I can't seem to aim and I noticed that the particles of shot impacts push you around (e.g. if you shoot before your feet). The way you can control your character while in mid-air is also a bit weird.
This needs more time. Which isn't a problem, because it's not like Receiver was some high-budget indie game or anything. Making something better than Receiver isn't a monumental project.
ad1bb9 No.15717893
>>15717803
>takes my bitching into consideration
fec1ae No.15717901
>>15717876
>>15716901
3 months wait, unfortunately
829545 No.15717997
>>15717850
Shouldn't praise that too much considering most of the sprites and all of the sounds are ripped straight from the original. I should be able to match the former with whatever I add, but I'm hoping I can find somebody for new GBA-style music, if I end up needing it.
842858 No.15718020
>>15717843
>dragging by the hair
<literal rape wife beating simulator
your going to get destroyed by fat feminists if you ever release this.
4c5256 No.15718026
>Library missing for compilation
>Scour internet to find windows equivalent
>Random minor code error due to implementation difference
>Hammer it down and eventually compiles
>Internal work but no display
What a complete debacle. I might give it a try next time
_(˃ω˂」 ∠)_
c7d656 No.15718135
>>15717762
Thanks for the laugh! An unfortunate consequence of (1) a lack of high-latency testing, and (2) the server being in Australia. Making it more playable in distant continents has suddenly become a priority.
86bedd No.15718146
>>15716715
The reason it tries to connect to the internet is because it uses a client-server setup where it connects to itself using localhost. But doing anything with the sockets API triggers that dialog box. Also, the EXE compressor probably sets of alarms because it has to allocate memory for executable code that it creates at run-time, which is another "red flag" for AV software.
This is the network activity of the program, you can see that it doesn't connect to anything besides itself. You can test its behavior yourself:
https://docs.microsoft.com/en-us/sysinternals/downloads/procmon
The way you change the window is by doing r_restart with the r_displaymode that you want. Try doing r_listdms to get a list of values for r_displaymode. This is explained in more detail in the manual.
The reason that texture is messed up is because I can't edit how textures appear in my map editor yet, so I ended up leaving it like that.
>>15717057
This might be because my code constantly calls "XWarpPointer" or something to lock the mouse position, and that might be messing you up. This is an interesting problem… last time someone couldn't even open the console, because I can't figure out what key number the Swedish "tilda" is on their keyboard (is that you too?). Unfortunately I haven't been touching the Linux code lately, because of optimizing the rendering engine, but I do want to rewrite a lot of the Linux code so that it behaves properly. The issue is that Linux is just harder to program games for than windows, it has less documentation for various things and so its hard to get it right… So I will have to work on a lot of things with Linux, to make it behave the way I want. Sorry for the troubles. (if you look in the SDL source code, it even admits what a challenge this is; a lot of the things it does in X11 amounts to running a battery of attempts to do the same thing, so that it can work across most implementations)
So, hopefully next demo day it will work nicer.
>>15717342
Maybe i'll skip the compressor next demo day… AV software is a pain to work with. But it's not being too unreasonable here.
4b8f5d No.15718229
>>15717074
Thanks, it's inspired by many like doorkickers, frozen synapse and Valkyria Chronicles. of course, Commandos, too.
>>15717834
Thank you for playing & giving us your feedback. You're right on catching bad AO on transparent stuff, we're using old/current post processing of Unity and plan to move on to v2 and believe the problem can be solve there.
Gonna focus on improving core mechanic now since I've been pushing that aside to make the game loop working.
>>15717837
kashikomarimashita.
f31f0c No.15718252
>>15716524
comfy so far, keep it up!
>>15716576
Looking good, no problems.
>>15716579
you're mom sux my balls if u no wut i meen
>>15716615
Add a moves counter. Controller worked but hotswapping (unplugging and replugging the controller) did not. Really polished, liked the music.
>>15716657
Changing the resolution at the main menu doesn't stay and causes minor graphical glitches (pic related). The music is set to 0% by default. I would've liked to have gone inside the buildings. There was regular z-fighting and transparency problems on the arches in the dungeon, which I think might have been a problem with switching between first and iso perspective. The left and right audio seems swapped in iso view. Restarting the game fixed the z-clipping but not the audio. Sometimes loot would fling itself into space when spawned in a tight space. Despite these problems though, it's very fun.
9a5c33 No.15718270
>>15717886
>I can't seem to aim
Right click and drag. Sorry if I wasn't clear. If that doesn't work then I don't know what to say.
>the particles of shot impacts push you around
It was a problem with collision of the ejected shell. I modified some collision layers and the problem is fixed now. Good catch.
>The way you can control your character while in mid-air is also a bit weird.
I'll play around with the acceleration and deceleration while in the air and see if that feels better.
>Pretty rough around the edges.
>This needs more time.
Yep. This is very early in development. It's more a toy than a game at this stage. Thanks for taking the time to play it.
83bd8c No.15718271
>>15716789
>those screams
Scared the shit out of me.
Unfortunately the game is unplayable for me. Movement is not only very delayed, but the characters also seems to make 1 step back for every 2 steps forward, probably due to some problem with the connection.
>>15716622
I'm not into this types of games, so all can say about the gameplay is that's not bad, the controls are easy and clear. Those trivia in the main menu are a pretty fun little detail, I like them.
One error I found was that at one point the game got completely stuck on unending enemy turn. What I think happened is that my last unit got surrounded by enemy zombies and the next zombie in the queue without any viable path to reach the target causes AI to shit itself.
db9c05 No.15718319
>>15716622
When I first loaded the game up, I launched it on Unity's fastest setting by accident, and half of the characters were blurred out. I restarted on a respectable quality level immediately.
The game played alright once I began, but it certainly needs some control polish. When in the menu, there should be a delay between pressing a key and the key repeating. I often switched out my archer's bows when trying to reload because the selection would move too fast. I also noticed that the halberdier and the knight didn't have any secondary weapon sets, nor were the secondary weapons for characters visible in the menu, so I had to switch in order to see what their extra weapon was. Maybe the switch option should be hidden if you don't have an extra weapon set, or maybe it should be named "Switch to (weapon)".
>It also takes inspiration from some /tg/ systems mechanically.
You should look into a game called Low Magic Age. It's an early access chink adaptation of 3.5 that might give you some ideas. Are you using dice rolls or some kind of D20, or is it just a percent chance? You should show hit chances, and if you're rolling dice, show the dice results. Without visible dice rolls or knowing your percent chance to hit, the RNG will feel extra terrible.
I like what it could become. Is your campaign going to be a mission 1 -> mission 2 style campaign that you'd expect from a Fire Emblem game, or is it going to be a little more open like Tactics Ogre or Final Fantasy Tactics?
0ea0aa No.15718427
>>15716754
I found a soft lock location.
793c6b No.15718466
>>15716615
Stopped playing a few levels after you find the cherry. Very chill. Maybe needs some moving sprites. Everything is too static?
>>15716657
That was actually fun. Hold the framerate drops in first person mode and my window settings going back to monitor size whenever I change dungeon levels. I couldnt figure out how to use the meteor skill.
>>15716754
It's getting there. I would not use world space texture mapping for a lot of the props or walls you have in your map. You should manually unwrap one of the windows and Alt+D to link duplicate them so they all share the same properties. Get into the habit of also using Ctrl+G and Alt+Ctrl+G to manage groups. Protip: set your "double click" in blender to automagically select groups. https://blenderartists.org/t/select-multiple-objects-in-a-group-with-a-single-click/655979
Save you lots of time.
>>15717022
It can be fun. It has the right command atmosphere but I had a lot of trouble with the controls. Clicking on enemies or things sometimes makes my characters walk to random places. It was quiet annoying really.
9361e3 No.15718467
>>15718271
>One error I found was that at one point the game got completely stuck on unending enemy turn. What I think happened is that my last unit got surrounded by enemy zombies and the next zombie in the queue without any viable path to reach the target causes AI to shit itself.
Hmm. I thought I had fixed that bug. I'll keep looking into it.
>>15718319
>When I first loaded the game up, I launched it on Unity's fastest setting by accident, and half of the characters were blurred out. I restarted on a respectable quality level immediately.
The graphics are placeholders lifted from another game, so I really haven't put much effort into that sort of thing. I suck at 2D art, so I've been focusing primarily on the game system itself.
>The game played alright once I began, but it certainly needs some control polish. When in the menu, there should be a delay between pressing a key and the key repeating. I often switched out my archer's bows when trying to reload because the selection would move too fast.
There is a delay, but I can play around with increasing the delay time.
>I also noticed that the halberdier and the knight didn't have any secondary weapon sets, nor were the secondary weapons for characters visible in the menu, so I had to switch in order to see what their extra weapon was. Maybe the switch option should be hidden if you don't have an extra weapon set, or maybe it should be named "Switch to (weapon)".
I sorta feel like I need to keep the option to switch to a weaponless set available because of units wielding ranged weapons. You can't attack in melee with a bow, so if the other weapon slot is empty (the archers have daggers in the demo, but they could've broken), then you're fucked if you get stuck in close combat. Still, I could set it to where it won't let you switch from a melee set to unarmed, but will let you switch from a ranged set to unarmed. Changing the wording to "switch to (weapon names)" is a good idea though.
>Are you using dice rolls or some kind of D20, or is it just a percent chance? You should show hit chances, and if you're rolling dice, show the dice results. Without visible dice rolls or knowing your percent chance to hit, the RNG will feel extra terrible.
Percent chance. I actually had something similar to that where a popup would describe the various actions, hit chances, and whatnot, but it broke when I reworked the way attack variables are calculated while programming the AI. Fixing that was a lower priority than debugging, but it's on my to do list.
>I like what it could become. Is your campaign going to be a mission 1 -> mission 2 style campaign that you'd expect from a Fire Emblem game, or is it going to be a little more open like Tactics Ogre or Final Fantasy Tactics?
I've done very little work with the campaign besides jotting down ideas, but I'm hoping to make it more open. I'd actually like to have an overworld that you can move freely while outside of battle and once you get into an encounter, it plays out like it does in the demo. The big issue I've run into there is I'm trying to avoid using Unity's built in collision and hit detection and coding my own has been a massive headache every time I've tried. If I have to, I may resort to overworld movement where your player snaps to a tile rather than having complete free movement (like the early Final Fantasy and Pokemon games), but that'll only be if I can't get custom collision resolution working.
Small note, but you can change the settings for the map and player/enemy parties in the skirmish menu with the left/right arrow keys. You're not limited to just playing human. You can also toggle the players between human and AI with enter.
b43332 No.15718544
Wow, thanks everyone. This is really great, helpful feedback, and there's way more of it than what I expected. It's quite overwhelming but I appreciate it very much. I'll iron out the mentioned bugs and problems. I'll try to prioritize them and post the fixes in the future threads.
Most important right now:
>Walls wonking out
I know what causes this. It's surprising to see… this prevalent. This won't happen next demo day.
>The menu falling on its face in windowed mode and in first person
The menu needs extra polish overall, including the suggested map options. I noticed issues with some graphics options not applying as well.
>Helmet obscuring the view
Sorry for the inconvenience. With new helmet models this problem will disappear.
>Performance issues
I'll work on optimization. I wasn't expecting it to be hit this bad. Even in town the FPS drops, which is unexpected. The LOD suggestion is really good.
>Fireballs missing targets
I noticed this far too late, after releasing the demo. It's interesting because it's only caused by the big bois. Likely something screwed up in angle calculation.
>Skill progress not transferring between levels
It wasn't supposed to be like this
>First person clipping issues
The "fix" I had for this before demo day caused further problems, had to scrap it. I'll come up with something better.
And I completely forgot the boss spawner was infinite. Sorry everyone who killed dozens of the bastards without payoff. Good job on getting there, though. I respect your patience.
I'll reply to specific posts in a few hours. Thanks again y'all.
e7c8fa No.15718555
>>15718544
>Fireballs missing targets
Not only that, but once big boys got to low HP, regular attacks weren't popping either
cb86c0 No.15718880
>>15716615
Linux version seems to not be working for me.
error could not load: libSDL2_ttf(|-2.0).so(|.0)
compile with -d:nimDebugDlOpen for more information
21de6a No.15719004
>>15718880
you have to install the packages related to libsdl, it werks on my ganoo loonix machine
7f59cc No.15719067
>>15717396
Needs some kind of indicator for what's in your inventory slots.
Inventory in general reminded me of the way Sub Rosa works (never played Receiver). I like it.
I like the prone-tiptoe mechanic for your stance.
A target range combined with an obstacle course would be ideal for testing this game, along with more ammo. Otherwise the map is too cramped to feel how anything actually is supposed to play.
02f761 No.15719154
>>15717322
Tell me about it. Something I realized that makes it a hard sell is, unlike pretty much every other content aggregator site, Meme War goes out of it's way to make content discovery complicated. Thing is, ideally we make that process more fun and engaging (gamelike) than the current paradigm of scroll down til you find something. Meme War was created to solve the problem of using forums being too uninteresting a process. Unfortunately I may be the only one who considers this a problem.
Actually it was created to solve another problem as well: "social network resilience." And that's a well-documented problem. If you're unfamiliar, social network resilience is simply another word for the phenomenon of users being unwilling to use a new content-aggregator/social media app if people in their personal social network are not already using it. It's why it's so hard to create a facebook-killer. This is still applicable to anonymous or pseudononymous sites because the reason why you use this site is the other people who use it. If enough cool posters stop posting, you probably will too. And if enough cool posters start posting somewhere else (if you find that other site) you'll probably start posting there too.
Anyway, we figured if you make the interface for the forum a game, social network resilience would have less of an impact. We just need to make that 'acquire resources, post memes, fight bots (and other players trying to downvote your stuff)' gameplay loop sufficiently satisfying for one lone player. Doesn't matter if no other humans are there if still interesting and fun stuff to do. Our model is basically the Minecraft gameplay loop 'acquire resources, survive, make cool stuff'. No one gives a shit about the "official ending" Notch gave hacked in after it became a success. Now that I write it out, we probably should add randomized "wilderness" whenever someone creates a new dimension next, maybe even have that creep into existing dimensions. We're definitely planning on adding more server events and items. Of course, we're probably gonna need to completely rebuild it from scratch at some point because Phaser 2.6.2 sucks massive dick.
But I digress. Theoretically making the game mechanics good enough would remove a disincentive for people to use it, but people still need to know about it in the first place. The only places I can think to shill it are a couple imageboards and subreddits.It sucks I can't use traditional online ads to market this, because the target audience and people who don't use adblock do not overlap. I guess I could send a press kit link to bloggers on a slow news day or something, but I won't be ready to do that for a while anyway.
PS: kudos on realizing Meme War was also partially inspired by Splatoon. The only difference is instead of painting the world with colors, you paint it with memes. The OPPAI vs LOLI thing going on in the anime dimension is a perfect example of that.
>>15717337
Kinda, it's supposed to be a cross between the portalgun from Rick and Morty and the portalgun from Portal, the only two well-known representations of portalguns in pop-culture, It's always better to use item icons that people can figure out without a description, so I stand behind that design choice. I mean, even you, a super-cool guy who presumably dislikes Rick and Morty, recognized it.
4b8f5d No.15719250
>>15718466
Thanks for playing UW. Yeah I haven't quite nail the controls down as far as targetting behaviors.
For now if you double click on enemy you move selected units to attack-able positions.
It also lacks proper tutorial, did you figure out there are movement modes for characters?
You can set it to "Hold Position" instead of "Move at Will" and they won't move from where you tell them to go.
db9c05 No.15719307
>>15716615
I really liked what you have here. I was making a custom map to post in this thread using the editor, but when I tested the map, I pushed a block into the wrong place and had to press R, which reset the entire map into the original map I was looking at when I pressed F1. I'd have preferred that it reset the map to the state it was in when I clicked preview level. I know that I can just press Ctrl+S to save before previewing, but sometimes I'm not sure if I want to save the changes before I try them out. I also keep instinctively tapping the delete key to delete objects instead of backspace. The editor is otherwise very intuitive and simple to learn.
I made three levels. Bunnymill is probably the easiest, and Which One Leaves is the most difficult. I had a lot of fun going through the levels included with the game and playing around with the level editor.
02f761 No.15719322
>>15716512
Meme War
I forgot to include the anchor link with the first post I made. Can a mod add the anchor link into:
>>15717266 ?
regardless, http://alt.memewar.io is the main server (yeah, I fucked up) and http://memewar.io is the alternative server. This nonsense probably won't be a problem in the future.
db9c05 No.15719418
>>15719307
One more because I made too many bad levels.
9a5c33 No.15719523
>>15719067
Glad you liked it.
>Needs some kind of indicator for what's in your inventory slots.
That is planned.
>A target range combined with an obstacle course
I thought about that but I was already in crunch time when I added the sounds and placeholder particle effects. I should have a better test level come the next demo day.
db9c05 No.15719753
>>15717022
I really like these kinds of games. I've played the shit out of games like Door Kickers, JA2 and 1.13, and I even liked Back in Action simply because I like this game style. So I want to start by saying this is my kind of game.
My biggest criticisms right now are almost all polish related. Objects providing cover, such as rocks in the fields, are very unreliable. I feel like I spend way too much time trying to properly take cover behind rocks since the blue cover bar doesn't pop up most of the time, or my soldiers don't want to walk close enough to the rock to get the cover. This never really caused me trouble outside of Amal taking a bullet in his ass. What did cause me a problem was throwing a grenade at some soldiers behind cover who couldn't see me, when the grenade went straight into the cover and bounced back at me, annihilating the squad and ending the game. Throw lines would be a great feature, so you can see if your noodle-armed squad mates can get the grenade 6 feet off of the ground.
The attention to detail with inventories is great. When I put another beret onto someone else and it actually appeared on their paper doll, I stopped to take everyone's items off and try them on with everyone else, just to see the appearances. That's a pretty cool feature that I hope never has to be compromised. Things I would like to see in the future would include the ability to go prone and voice responses when you issue commands. In fact, I believe the game would greatly benefit from voice lines for many occurrences, to help convey events better in general, such as when enemies are killed, or when being fired upon. The text boxes that appear by the faces just don't cut it. To keep a visual indicator that someone was being fired at or damaged, maybe try flashing their portrait or their backdrop, because it stands out more. I know that recording voices for a game isn't something you want to do real early in development, though, so I suppose that's for when you get around to it. I also think the overworld/map should have a larger encounter radius. You practically have to be inside of an enemy party in order to fight them, which feels weird when there is so much space. Maybe a red circle or a red cone should designate a larger space that you can't enter without combat.
I'd play this again when the next demo comes out. Keep up the good work, and I think this will become something pretty great.
db9c05 No.15719772
>>15719753
I loaded the game again and toggled the graphical settings and I have grenade lines now. Ignore that part of my post, don't know where they went before.
1540aa No.15719842
>>15718416
Finally someone noticed that you can climb the tree
>>15718427
Did you get stuck? i gotta fix that then
>>15718466
I will fix the mapping on the buildings eventually, it is low priority for now, i will have to make an overhaul on the buildings to add windows, doors and furniture later.
9a5c33 No.15719885
>>15719842
I'm posting from another computer. Yes I got stuck. Once you leave the lighthouse going down the canal on the left side and you'll see it, where some branches/roots all come together.
c37813 No.15720233
>>15717843
>go outside the building
>look at Shinobu through the window
>it triggers the "looking at panties" signal
>try to reenter the building
>there's an invisible wall blocking me from leaving
>Shinobu is staring at me through the window with a scowl
e85022 No.15720291
I'm making a retro decathlon while I get my skills up to make the game I actually want to make.
Currently working on the Space Invaders portion and doodling aliens while I watch TV.
Here are two of the four aliens (five if you're counting the UFOs that drop power-ups) I've done so far.
53e0b1 No.15720428
>>15720291
I would work with this faggot.
e85022 No.15720457
>>15720428
Cheers anon, I'm tying the games together with a loose plot and, hopefully, NES Ninja Gaiden style cut-scenes, because I fucking love those.
> oh no, aliens are attacking and we need to escape, collect the survivors from the alien scouts (Defender 2)
> oh no, we're out of fuel, take the patroller and go to the crash landing site to steal fuel from the aliens (Moon Lander)
> get out and scavenge around the wreck for fuel and artefacts (Pitfall)
> alien scouts are in the base! clear them out! (Berserk)
> the invasion force has arrived! quickly, destroy the incoming missiles (Missile Command)
> the preliminary attack is over, aliens are coming! shoot the aliens! (Space Invaders)
> oh no, the mother ship is here kill the mothership (final stage of Gorf)
> oh no, the debris from the mothership means we can't jump to hyperspace, clear the debris field (Asteroids)
> Oh no, the aliens are in the hyperspace lane where time and distance are all fucky, get to the end while blasting through their forces and avoiding gravity matter (River Raid)
> You made it to the next planet where aliens are attacking, land safely! (Lunar Lander)
> great, now do it all again with a slight increase to enemy speed and chance to shoot until you run out of lives
Or alternatively just have a single run through the decathlon to see how high of a score you can get, with bonus points for time left in each stage.
I used to do shit like that with my Atari as a kid, swapping out games to create a meta-game narrative in my head.
53e0b1 No.15720515
>>15720457
This is beautiful to intrude upon.
329043 No.15720580
>>15720515
Speaking of ayyliums, I love those kind of sci-fi stories.
>colony/area communication goes down
>a task force is sent to investigate
>Badass and cocky soldiers underestimating enemy
>Gets rekt
>Soldiers panic and go into survivor mode
>Alien & Aliens
>Predator 1 & 2
>Dog Soldiers (britbong movie)
>Screamers
>The Thing
>Leviathan
>Tremors
>Deep Blue Sea
I need more movies like this.
638a26 No.15720607
>>15719322
it's completely down
b43332 No.15720708
Alright, huge ass post(s) incoming… I hope I didn't miss anyone! I'm really happy you see the potential in the project.
>>15716749
>The fireballs seem to be at crotch height. Thats my only complaint.
Beelzebuff's got magical loins
I do have a casting animation, I haven't implemented it yet. I'll try to make the projectiles spawn from the hand while I fix the fireballs.
>>15717567 >>15717716
>>when enemies attack you on first-person mode you don't know where you're taking damage
Good point. I'll add some feedback for that.
>managed to bug-out the item highlighter, and now I have a "health potion" tag following me around
did clicking Alt again make it go away? Because that feature does work.
>Also, let the player click on the tags to pick them up while holding ALT.
Sure, I'll work on it. Others suggested it as well.
> I guess you haven't implemented a level saving system yet.
Yeah, I'll have to implement some seed system. The monsters will likely all respawn, though.
>I also got a black pitchfork
If you watch the video I posted, you can see that two armors with black names drop there too. I sat down to fix it, apparently I didn't do a good enough job. Thanks for telling me.
>>Transition from first person / third person is kind of slow.
the transition itself is a bit too wonky. It looks good when the character is facing "north", otherwise it needs fixing, and I can speed it up as well.
>>I would really like if I could walk with WASD in third person,
There was a guy who thought the game is broken because it wouldn't accept WASD or arrow inputs, so I kinda plan on adding this.
>>but I get that this can bring a lot of problems regarding game balance and not really conforming to how diablo worked.
The FPS mode itself screws with game balance, as noticed by f9fba2
>>15717576
>First person mode is fun but absolutely trivializes your game
My plan is to tweak enemy damage according to perspective, that can be done for the twinstick/console aRPG control scheme, when/if that gets implemented.
>Enemy AI loses track of you too easily
They are rather short-sighted, yeah. I'll tweak their sight range and chase time.
>filled a place with corpses and was in first person mode. Textures began wigging out and I got lots of ugly black squares
Should be easy enough to recreate, I'll look into it, thanks. This MIGHT be the deferred wound system I'm using but we'll see.
>Protip: I want spiders and I want to knock their legs clean off.
Wow, that's an awesome idea
>>15717669
>if I use middle mouse to show the cursor, it doesn't disappear
Noted. I neglected Cursor.visible.
>polish (no pun intended) it.
Why not both? I'll add folklore as well!
>You really need an artist
Finding Trolldude the modeler was a godsend, his models were a great improvement from the capsules I actually wanted to keep. If you want to see more enemies, armour, level variation and doodads, I'm sure we can pull it off. There will be improvements in texturing and model topology as well, so it will keep looking better. I have to mention that comments like these:
>>15716877 >>15717736
>First Person shit even reminds me of Kings Field
>those zombie-things look like some shit outta carnevil
make me want to keep it lo-fi.
b43332 No.15720712
>>15718555
>>15717699
Not only that, but once big boys got to low HP, regular attacks weren't popping either
>Generally what happens on those is that their health would go down like normal but then they would stop taking damage. Neither melee nor magic would kill them.
Guys, I gotta ask a question to narrow this down: was their health bar at zero (completely depleted)?
>>15717699
>>15717742
>some of the loot can sink into the ground
>half the items that drop will fall through the ground
wew. I guess unity's terrain collider is too unpredictable for comfort. Thanks for the tip.
>Can't wait till you add sound effects for the surface, then it'd be really atmospheric.
Glad you spent time to explore the village! I'll keep adding to it, it's fun. I get to go visit moody places like graveyards and abandoned houses for references
>>15717836
Those are some cute zombies you got there.
>You should just focus on making the game on first person and leaving the third person as a option
I'll try to treat them equally. The FPS mode is a bit of a revolution that started as a simple experiment.
>>Opening menus should always bring out the mouse
Yeah, I'll make this more intuitive.
Glad you enjoyed the violence.
>>15718252
>The music is set to 0% by default.
Fuck, if that was the issue for everyone, I imagine no one got the full experience…
> I would've liked to have gone inside the buildings
When we have assets, I'll allow for that. Now with the FPS on, having those empty husks is kind of redundant.
>The left and right audio seems swapped in iso view.
Now that's curious. I'll have to move the audio listener, I think.
>loot would fling itself into space when spawned in a tight space
That will happen from time to time. It won't fall behind walls anymore, the aforementioned ground sinking issue is another thing…
>>15718466
>I couldnt figure out how to use the meteor skill.
in first person or third person?
b16197 No.15721001
>>15718146
>>15716524
Demo runs fine on Windows. Don't have anything to say that hasn't been said already.
>>15716754
Grass works fine on Windows, unlike Linux.
When going underwater, reflections don't always work correctly. (Faulty culling?)
The grass is really rice, but would look a lot ricer if you made it actually bend instead of just being flat polygons.
>>15717022
When a unit is standing in the grass, the green selection circle below the unit cannot be seen.
I have no idea how much HP my units have left. I'm guessing I'm supposed to estimate it from the portrait of the unit, but the MC has no portrait to do that with.
Units have an AI that puts them in position to hit enemies, but also pulls them out of cover. It's quite annoying to play with, as I'm forced to constantly move units back into cover.
1540aa No.15721110
>>15721001
>but would look a lot ricer if you made it actually bend instead of just being flat polygons
currently it have 2 triangles, I could make it go crazy, the code already supports many levels of detail. The issue is the performance gets really bad.
When I can get it to run faster, I will enable more than two triangles for the closer grass
The performance tests were done almost two years ago, so it might not be that bad, actually. I will check as soon as I get my map fixed
it needs two triangles so that it can become a trapezoid when cut, instead of a shrinking triangle
f1237b No.15721229
Thanks again for the feedback anons, I'm really happy that people are finding it enjoyable already.
>>15717460
>The only issue I found was that the music gets muted permanently, if you open the editor once.
My bad, will get that fixed.
>>15718252
>Controller worked but hotswapping (unplugging and replugging the controller) did not. Really polished, liked the music.
For now it just grabs the first controller it finds when initializing the window, I'll work on improving that.
>>15718466
>Maybe needs some moving sprites. Everything is too static?
Absolutely. Animations and feedback effects for things like spawning clones and teleporting are planned, plus some animated doodad entities will help make it feel more alive I think.
>>15719307
Sorry about the foul up with reset losing your WIP level, I'll fix that. Those levels look pretty devilish, how long did they take you?
f9fba2 No.15721436
>>15720712
>The music is set to 0% by default.
<Fuck, if that was the issue for everyone, I imagine no one got the full experience…
I can at least assure you that the music was on by default for me.
000000 No.15721445
>>15719154
>I mean, even you, a super-cool guy who presumably dislikes Rick and Morty, recognized it.
okay you got me there
I think basing it off only the portalgun would make it more recognizable than a fusion of the two
but trying making your own original sprite for it too
02f761 No.15721457
>>15720607
I finally got the name's switched so http://memewar.io is the main server again and http://alt.memewar.io is not up. If you can't connect to http://memewar.io, open your command prompt and type "ipconfig /flushdns" without quotes. Or just type the IP directly into your address bar http://159.203.169.144/
Man, this couldn't have gone any worse. This is what I get for thinking I was on top of things the day before demo day…
b89e29 No.15721488
>>15716789
yuro here, also couldnt really play it due to delay. Probably a connection issue like another anon mentioned.
02f761 No.15721517
>>15716967
With life simulators, the little details are the most important part.
1540aa No.15721623
>>15720712
>Those are some cute zombies you got there.
Watch zombieland saga
ec18cd No.15722143
>>15716754
I'm sorry if this is a retarded question but: How do I take a screen shot? I know some Unity programs have them pre-defined or listed, but I can't find anything for your's. I'd like to know since it'd be a wall of text to go over each issue.
1540aa No.15722159
>>15722143
I didn't knew there was a built in feature. I usually just press Alt+PrintScr and paste into paint
46e96c No.15722164
>>15722143
Just get a screenshot tool, ShareX or Lightshot or whatever.
638a26 No.15722519
>>15721623
Watch flip flappers
b16197 No.15722828
YouTube embed. Click thumbnail to play.
>>15716622
You should put some more effort into UI & controls. The entire thing is still pretty clunky.
For starters, you should permit mouse controls. And zooming out, for that matter. Dragging units across the board is fun when you're playing a board game, but this is not a board game. This is a video game. You do not have the delicious tactile feedback of moving objects around, so don't make it a pain to do so.
Next to that, there's a lot of information that you should show in your UI. To name some examples:
>I can't see on a glance which archers have an arrow loaded
>When presented with the option to switch, I am not told what I can switch to.
>I have no fucking clue what the range of archers is when I'm moving them around.
>I have no idea what the queue is for units. Even if this can change on-the-fly because of morale, do put one of these in.
The music is also the complete opposite you want for these kinds of games. Turn based strategy is slow, so you need comfy & relaxing music.
I recommend you take a look at Into The Breach. It's a lot more tactical and a lot less RPG than what you're making, but it spent massive amounts of time iterating on UI to make sure it got it "just right".
>>15716789
The movement is
COMPLETE ASS
>>15717396
Looking directly up or down inverts forwards/backwards movement. Stop trying to convert a facing vector or quaternion into a yaw smartass, just use the fucking yaw you already have to keep track off.
9a5c33 No.15722935
>>15722828
Thanks. I was using the camera rotation rather than the the character rotation to determine which direction to walk. Easy fix.
ec18cd No.15723278
>>15720712
Yeah, health bars were empty.
>>15716754
Okay, Caves all had a triangle missing. Typically two, but one has three. Camera just cuts through stuff. It makes sense in the cramped areas but in others not so much. Unless that's intentional. Water has the tendency to reflect everything above. Even stuff that should technically be out of view. Also if you walk out to the edge, you can fall off. The Scythe, when dropped, always decreases its Z height. This accumulates so that if you drop the Scythe twice, it will rest at a lower position than when you drop it once. The cooking-basin in one of the water-front homes tends to drop out of sight, if you look at it wrong.
Aside from that, its looking good.
b46ab4 No.15723365
>>15717843
Looks very fun. You have great ideas for easy to design mini games for VR. Sitting games. I think you can expand on this and help shinobu do many little things around the house. Help her when she gets stuck doing something, take her tool and perform the process, then she learns and can do that action. Examples, when cooking, she can't reach top pantry item, you grab it and give, as she goes through list of items while cooking. She can't open something, you can with your strength. (You take a recipe book, pick the recipe and she starts it. Needs X, can't perform, point at list for help)
Easy games to interact with her… lifting and moving something requires two people? Furniture moving? Tic tac toe, running out of in house activities.
38d726 No.15723584
>>15716657
I really liked it don't let my list of bugs make you think I don't, beating down skeletons and zombies with crit? hits with their bodies launching away was enjoyable and on the boss floor grinding out the levels for fireball to one shot bosses was fun but I did encounter a few bugs.
Some of the smaller bugs I encountered were sound effects and animations not playing during the boss battle when they spawn (every few bosses would just appear without the fire, noise and sparks), items rocketing off into the air (didn’t mind this as much because I find it funny), the walls glitching in first person as shown by another anon in the thread, Damage numbers from creatures you just killed behind you and ran past hovering about midway up the screen, pressing alt at after a bit shows the word “mana potion” beside the cursor, and getting to close to enemies in first person can cause you to see through the flesh and skin of the enemy (I don’t mind it to much, still a pretty cool system), the mini-map does not save where you place it between floors and finally the bosses have little purple triangles in between the feet?
The most annoying thing I found was after grinding fireball on the boss floor I left the floor hoping it would clear the floor so I could continue only to find myself at the entrance to floor 3 with fireball back at level 1 (all levels reset actually seems like every new floor resets your level), I don’t know if this was intentional so you could fast escape the dungeon, but I was hoping to at least keep my fireball levels. Besides that, I liked the boss battle music, I found first person mode to be leagues better for combat thanks to being able to strafe around to the point where the enemy is stuck spinning to catch up while you beat him senseless.
1540aa No.15723597
>>15723278
Most of these were fixed yesterday/today
I wonder what is the policy for releasing new versions for demoday is, since nobody does
f31f0c No.15723635
>>15723597
>policy
Just don't spam the thread.
38d726 No.15723644
>>15717253
Never played the original, but I enjoyed it anyway especially cheating the card match game for rings, makes me almost miss taking care of those Tamagotchi virtual pets.
2a9664 No.15724020
Where's the lewd games at you niggers, one of you have to be devving one
38d726 No.15724094
>>15716622
As a fan of the old Fire Emblem games I jumped right in without reading the readme as usual, and had to get confused the differences and go back and read to figure out what I was missing, I only ever tried player vs AI for what it is worth. It was a fun game but does need a bit of polish. I have read some of what other anons have posted so I have removed the more common issues I shared from my list.
Somethings I found I missed from other tactical rpgs are listed below, besides those I found it to be a fun game, even if my archers missed basically every shot is there a hit bonus for being closer?
> UI is pretty basic in spots (stats screen), UI could be more fluid, mouse support would be nice
> who moves next? display? FF Tactics did it with a number by the name of the unit
> all deployed unit list (both allied and enemy) the shows stats like HP etc, Fire emblem had one of these where you could at a glance see what the status of all your units was.
> I found the screen movement during the enemy turn to be sometimes annoying as the goblins would shoot at my units off-screen and I had no idea what the result was.
> An addition to the UI that tells you how many action points you are going to use up would be nice.
> The fire emblem games would also give you a chance to hit + damage, I know your damage system does a roll for body part hit and that influences damage but something like possible damage range would be nice or an attack screen that shows the damage for each part and the chance to hit
9361e3 No.15724325
>>15722828
>For starters, you should permit mouse controls. And zooming out, for that matter. Dragging units across the board is fun when you're playing a board game, but this is not a board game. This is a video game. You do not have the delicious tactile feedback of moving objects around, so don't make it a pain to do so.
Mouse controls I'll consider, but one issue with that is determining your own movement path. If, for example, you click on a tile and the game figures out the shortest path on its own, that might lead to the unit pathing through undesirable tiles on the map. For example one that would subject them to a free attack from the enemy or one that contains a hazard. Alternatively, there may be multiple ways to get to a certain position, none of them safe. In these situations, I could have the AI pick the path, but in those situations feel it's better to have the player make the choice and deal with the consequences - If something bad happens, they have no one to blame but themselves rather than it seeming like the game screwed them over.
>I can't see on a glance which archers have an arrow loaded
Probably something better resolved when I have proper graphic rather than trying to rig something up with my placeholders. I suppose as a shorthand I could have archers with no ammo turn a certain color or indicate remaining ammo in a menu somewhere.
>When presented with the option to switch, I am not told what I can switch to.
Addressed in a previous post, but I'll be changing that option to say "Switch to (weapon names)"
>I have no fucking clue what the range of archers is when I'm moving them around.
I'll have to think on the best way to address this one. I could highlight the colors within your character's threat range after movement… But if you do a double move, you can't attack anyways. Then there's the question of whether only to highlight those within weapon range or also those within the range of abilities (for example the Goblin Shaman's Lightning spell).
>I have no idea what the queue is for units. Even if this can change on-the-fly because of morale, do put one of these in.
>I recommend you take a look at Into The Breach. It's a lot more tactical and a lot less RPG than what you're making, but it spent massive amounts of time iterating on UI to make sure it got it "just right".
Noted.
>The music is also the complete opposite you want for these kinds of games. Turn based strategy is slow, so you need comfy & relaxing music.
I've already changed it. There's now 5 or so tracks that are all less hectic than what I had before and it will pick one at random. Still placeholder, but more… appropriate place holder.
> UI is pretty basic in spots (stats screen), UI could be more fluid, mouse support would be nice
Cleaning up the UI will probably be what I work on next.
> who moves next? display? FF Tactics did it with a number by the name of the unit
Maybe a bar at the top of the screen that displays turn order or something? I'll play around with it.
> all deployed unit list (both allied and enemy) the shows stats like HP etc, Fire emblem had one of these where you could at a glance see what the status of all your units was.
I don't think I ever bothered using that menu in any of my FE playthroughs, but if it'd be useful, it should be easy enough to add.
> I found the screen movement during the enemy turn to be sometimes annoying as the goblins would shoot at my units off-screen and I had no idea what the result was.
The camera needs work in general. Eventually I'll have it pan with projectiles and then linger on the target for a bit.
> An addition to the UI that tells you how many action points you are going to use up would be nice.
> The fire emblem games would also give you a chance to hit + damage, I know your damage system does a roll for body part hit and that influences damage but something like possible damage range would be nice or an attack screen that shows the damage for each part and the chance to hit
Both have been started, but were disabled for the demo due to being incomplete. For attack accuracy and damage ranges, I can actually get a full range of possibilities using the same code used in AI calculations. The AI only calculates the average damage an attack will deal, but the functions are set up so they can also calculate minimum, maximum, and a random roll (used when actually performing the attack).
11b11b No.15724473
>>15716657
although i didn't manage to make a screencap, the game dropped an item that exceeded the rarity cap, it was a blurry black text, i was about to take a pic but the game crashed when i alt-tabbed
2d7631 No.15724478
>>15721623
>Watch zombieland saga
Thanks but I'm not retarded
0e1cf7 No.15724506
>>15724325
Do it like the advance wars DS games: A click automatically searches a path, but you can also mousedrag a path through the tiles on your own.
db9c05 No.15725345
>>15721229
>how long did they take you?
I put together and tested the first three I posted in about 30 minutes combined. The last one took me 20 minutes because I was testing some neat tricks which I wasn't sure were intentional or not. When I made the "Bunny Mill" map, I was thinking about how a few features would greatly improve the complexity of maps, like one-way paths. After I uploaded the first three maps, I realized I could place teleporters that moved one tile away in one direction in a way that makes them act similar to a one-way. I tried incorporating a few other tricks I saw, like pushing a pushable block into a tile with a cherry while an adjacent tile has a pushable block, creating a clone on the block that could push the adjacent block from atop the block that was under the cherry, but I felt the one-way (and bypassing it by dragging a block) was already interesting enough for the level.
I don't know whether the time I spent is fast or slow. I didn't work very hard on making them look attractive, and I was already warmed up from trying to work out puzzles for my own game (that I didn't have a demo ready for). But I feel like your editor is very simple to use and really quick and easy to draft a level. I saw that you could change the tileset by naming it "outdoors", and I considered adding a recolor to your tileset just to test that it works, but I didn't know if it was possible to call the other tilesets. I couldn't figure out how bells work or what they do. It took me a few minutes to figure out how to set the coordinates of a teleporter, since I kept trying to type them into the box as they appeared (x: X, y: Y) instead of just (X Y). I can think of a few ways to make that more obvious to people, such as clicking on that box immediately converts the numbers listed into (X Y) so that the user would immediately get the hint. Or maybe a popup noting how it should be typed if an unacceptable string is keyed there. And just for convenience sake, it'd be nice to have a readout of the coordinate your cursor is currently resting over, so you don't have to count tiles when considering where to place teleporters.
b16197 No.15725536
>>15716657
Beelzebox has definitely improved since I last played it. The village makes it feel much more like a world.
I'll try to name issues that other people haven't gone over yet.
Every time the map changes (going up/down stairs) my monitor flickers as if it is changing video settings. Thankfully, modern monitors are fast at this, but for older monitors this can take several seconds.
When changing map, 1st person mode is canceled.
I had a bug where pressing alt revealed a health potion on my exact position (inside me?) but I could not pick it up or anything. I'd experiment and write a more detailed report but alt+tab crashed my game.
In 1st person mode, the shadows in outsides of the going-up-stairs (which you come from) are messed up.
Print screen doesn't work, so you don't get a screenshot of the above issue.
Some people mention that 1st person is easy mode. I disagree.
The problem is that the game itself has fundamental balance issues. To name some examples:
>You can freely move in all directions whilst attacking. As a result, if you can back-peddle out of the enemy attack range faster than it can windup an attack to hit you, you can poke enemies with melee without any real harm.
>Enemies have less turning speed than your movement speed, allowing you to easily slip behind them. 1st person makes this even easier as there is no penalty on strafing.
>Because all enemies are melee, you can pick off the enemies one by one by simply poking the front one of the crowd and walking away repeatedly.
All of these issues can actually be freely exploited in 3rd person mode too. It's just a bit trickier to do, but I've done it before I even bothered playing in 1st person.
A lot of games have issues like this, and it's not that big of a deal. But when you leave them in the game, people will start playing your RPG as an action game, going full-on glass cannon instead of actually engaging with the RPG elements.
Lastly, I would like to suggest an improvement for 3rd person controls.
The previous time I've played this I complained that because all the rooms are so close to each-other, I very often ended up moving in the complete opposite direction because I accidentally clicked the wrong room.
The new level design does not suffer from this, but it highlights a different issue instead, which is that clicking on an area where there is no room does literally nothing.
I propose that instead, clicking where there is no room will instead make your character simply move into that direction. (If you need a location to move towards, make it raycast in that direction and pick the position next to the first wall you'll hit.)
This way, when someone holds down the mouse button and moves it around for direct control (which many games use), players wont lose control over their character if they accidentally move it into a wall. Something which easily happens in the heat of battle.
b16197 No.15725596
>>15717253
My Chao got stuck in the position in pic related for a little bit. It was flicking between the different movement animations. Eventually it made its way out though.
I never played the original, nor do I really care about playing this now. But it looks like a pretty good recreation from what I see.
Letting it run in a normal window so it can be dragged off to a different monitor would be a pretty good addition.
772e1e No.15725725
>>15717253
Can you bully the chao?
f1237b No.15725854
>>15725345
>I saw that you could change the tileset by naming it "outdoors", and I considered adding a recolor to your tileset just to test that it works, but I didn't know if it was possible to call the other tilesets.
Right now it wouldn't be. Later on I'd like people to be able to bundle maps and custom assets together if they want to do level sets with their own tileset, music and even custom entities.
>I couldn't figure out how bells work or what they do.
Originally they were going to be a collectible you carried out of the exit with you but I'm still working out whether I want anything like that. Right now the plan is to have the player receive a bell when they complete a level for the first time and gate content behind needing X bells. If you're interested in how the entities work you can open the all.entities_definitions file in a text editor.
>It took me a few minutes to figure out how to set the coordinates of a teleporter, since I kept trying to type them into the box as they appeared (x: X, y: Y) instead of just (X Y).
Yeah, right now I'm only parsing strings for vector2i fields in one kinda lazy way. Your suggestion to change the formatting when the field becomes active is interesting, I'll see how that feels. Otherwise later on it will be parsed in a more flexible manner so it shouldn't cause any headaches.
>And just for convenience sake, it'd be nice to have a readout of the coordinate your cursor is currently resting over, so you don't have to count tiles when considering where to place teleporters.
I want this too, anytime I add a teleporter it's annoying. I need to make teleporters more obvious in general, like adding some type of visual for where a teleporter goes to.
810b42 No.15726128
>>15717266
Time to get billied the turret doesn't work
2a9664 No.15726149
Well even if none of you are, keep up the good work in general.
dde7ab No.15726461
First time checking out one of these threads, keep up the hard work fellas. The future is bright for all of you.
06929c No.15726910
>>15718467
> but I'm hoping to make it more open.
I'm warning you now the amount of writing you'd need to do every time you make the game more open ended increases along a multiplicative curve. Even if it's just simple one line dialog for every three outcomes you want that's 3 lines of dialogue per outcome. You will need to make shortcuts to reduce the amount of time you need to invest in writing.
02f761 No.15727054
>>15726128
Autoturrets are configured to only work in dimensions with bots allowed right now, and right now the only dimension with bots is 'culture war'. I can make more of the default dimensions have bots allowed if you'd like, but some of my early testers said they were too hard. The downvote brigades in particular can ghost you in a second if you're not careful. I was on the fence with regards to letting the autoturrets work in all environments with violence allowed, but decided against it cause there are already so many ways to grief. I figured if someone wants to be an ass with autoturrets, they should only be able to do that in dimensions were they risk their own MV just by being there himself. Also the autoturrets just didn't test well either. Maybe my testers were huge pussies though. Let me know what you'd like me to change.
Also: I'll set your MV to 300 for anyone who posts their username in this thread.
810b42 No.15727110
>>15727054
Then, can there be a way to make breaching memes expensive without having it be aggressive? Sorta like:
Safespace Generator
Generates a 5~ MV big shield with a big radius that protects posts under it. You can't place posts under the shield while it is up. Does not affect upvotes.
Same intention as Turret but doesn't screw up things on non-aggressive realms.
(The shield generator by itself can have a 10-20~ upvote big health bar if you don't want it destroyed along with the shield)
Also you can just keep entering as a Guest, deleting your cookies, and then coming back with 10 more downvotes ready at the moment. But then again, its a post-demo-whatever you call it
810b42 No.15727131
>>15727054
Oh also, I guess I should hop in, in case you post this game again in the future.
Angelssan
cf1315 No.15727707
Jimmy Hopkins dies at the end of Bully 2 and is replaced by Pete Kowalski
db9c05 No.15727809
>>15716615
>>15719307
Last four levels before I leave. They're simpler and more focused than the other levels I posted.
74f66b No.15727922
>>15725596
Press R. It resets the Chao's position onto the middle of the field and it's no longer stuck. It does look a bit weird with the Chao's little ball being left behind and having to make its way back to the Chao, but it works.
f9fba2 No.15728021
>>15727707
I went to community college with Pete Kowalski. He was alright.
638a26 No.15728179
>>15716503
Just a heads up, I'm gonna be unstickying the thread tomorrow morning. Since I feel three days is more than enough. Thank you for submitting your demos and I wish you all the best of luck in your projects.
02f761 No.15728399
>>15727131
Aight you're good. I'm impressed you already acquired so many items. How long did that take you? Did you buy any in the shop?
Naisu idea about the safespace generator being a dynamic "no-post zone". I'll add that to the list of potential new features. While the server will be up for at least another 3 months, we won't be too active with updates for a while cause we're figuring out our next game/app right now. Although if we start getting more active users and more feedback, we'll definitely start pumping out updates again. For the record the original purpose of the autoturret was it shoots you with URL bullets, which open a new windows with whatever URL is attached to it. I couldn't even get my brother to approve of that (my partner in building Meme War) let alone the various people who tested it, so I compromised by making a URL shooter and changing the autoturrets to shoot only downvotes.
We'll evaluate the damage griefers cause and change default MV/items accordingly. It's probably going to end up being just 5MV and the text postmaker, basically giving you as much power as an anonymous user on any given imageboard or a new user on stackoverflow. We can't let anonymous users spawn with an upvote gun because then anyone could reap memes they inflated with anonymous upvotes. There's not much danger if anonymous users always spawn into a peaceful dimension anyway. We want people to need to actively look for trouble to find it…although the server event enemies can infiltrate at any time.
810b42 No.15728495
>>15728399
>How long did that take you? Did you buy any in the shop?
I occasionally popped up in the server and did a mad dash for items. Usually by hoping for a item to drop so you can get it for free. Its a bit too quick.
Depending on how serious this game is, you have to add a WM sink so so older players aren't always running around with 1000 WM. I don't think the up/downvote mechanics and the mobs are going to cut it on that part, the gains can get quite quick.
That reminds me I have a bug report related to that.
>I'm impressed you already acquired so many items.
How many items DO I have?
Whenever I grab a item on the ground, there's a % chance(I'm not sure what actually activates it) that it won't go to my inventory. Form there and on, grabbing any more of that item again will give me +1 WM, as if I grabbed a item I already had. Then my only choice is to get said item form the shop. Sounds like a bug.
Also, how do pacifist realms even defend against Meme Eaters? Do they just crump over and die? There are 0 ways to damage them there.
45d996 No.15728535
>>15728179
appreciate u faggot-kun
9b0ea8 No.15728562
>>15725596
Just press R, i-
>>15727922
Oh! Well then.
Anyway, I should probably be playing around with a different method of collision and bouncing than what GM does by default, I've been putting it off. Also guess I forgot to disable borderless window, whoops.
>>15725725
Not presently. Some toys I might add down the line could mess around with it.
4b8f5d No.15728570
>>15719753
Thanks for the detailed feedbacks. Combat & cover system needs some major overhaul and we plan to reference band of brothers system as a start(with suppression and specialized teams).
grenade controls & visuals needs some work and it'll probably be somewhere right after these core changes.
Thanks again!
>>15721001
Yeah somehow projecting on a billboard grass is really hard to do and I'm getting nothing from Unity community for the answer ; _ ;. Maybe the next unity terrain might fix it.
We want to have everyone have different facial expressions like in Doom or wolfenstein, but if that isn't clear, I plan on making the frame part HP indicator. Units have 2 movement modes, default being "Move at will", they'll move freely to attack at enemies and take cover if any are available nearby.
Movement modes aren't clear to many people, so it needs some rework or a dedicated tutorial. Thank you for playing & feedbacks!
008a8c No.15728638
>>15717843
Really looking forward to more of this. Keep it up.
74f66b No.15728694
>>15728562
Sorry that I beat you to the R button explanation, but I'll let you go right ahead and tell the thread what the D button does…
Also, I have an idea for a toy to lower a Chao's mood (and scare the daylights out of it), and I think it's an idea you already have in mind, but it's going to be an Eggman-in-a-Box, and it looks like the one from Sonic Heroes. I swear, that thing is evil!
9b0ea8 No.15728950
>>15728694
Originally I was thinking of going with the design of the jack-in-the-box already present in SA2, but I might just do that instead!
02f761 No.15729358
>>15728495
>Depending on how serious this game is, you have to add a WM sink so so older players aren't always running around with 1000 WM.
Noted. We basically have no idea how much to make things cost or how fast to make the spawn parameters and the only way we'll figure it out is feedback, so thanks.
>Whenever I grab a item on the ground, there's a % chance(I'm not sure what actually activates it) that it won't go to my inventory.
Not quite a bug and more a very very hacky way to mitigate abuse. While items normally clear from the client's map after 30 seconds, every second you're you're in a different tab doesn't count towards that. But even though they aren't cleared from the client's map, they ARE cleared from the server's map of item spawns. Every time you pick up an item and it "doesn't count" that item has despawned from the server item map. This is all to prevent an exploit we found where you could simply leave the app running in a different tab, wait for the client map to fill up with items, then reenter the tab and make a mad-dash to collect them before they despawned after 30 seconds. Guess the hacky fix worked even though it must have felt frustrating lol. We've been looking for a better way to do this for a while but haven't had much luck
>Also, how do pacifist realms even defend against Meme Eaters?
Upvoters/upvote shotguns work in pacifist realms and damage all bot enemies as effectively as downvoters/downvote shotguns. Upvoters/upvote shotguns cannot hurt human players and in fact heal them, hence not being considered "violent".
638a26 No.15730597
>>15728179
Sorry, I was busy with some personal matters. I'm gonna unsticky in a half hour. Thank you all for the demos and I look forward to what you guys do in the future.
e32eee No.15734254
>>15730597
trust me, nobody cares that you were late unstickying it or your personal issues.
843feb No.15734694
We posting progress here?
Here's something I've been working on for a while, it's the MC of my current project.
Critique?
9a5c33 No.15734721
>>15734694
Considering this thread is on it's way out you would have better luck posting in the normal thread, not the demo day thread >>15689400