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

File: ab11e34932444bc⋯.png (53.67 KB, 700x526, 350:263, demoday_3[1].png)

e86775  No.16438187

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/33714

e86775  No.16438189

File: 9df789d705795a9⋯.png (20.86 KB, 512x512, 1:1, anchor-transparency[1].png)

Anchor


e86775  No.16438198

File: 1733c26e30ee0d9⋯.png (53.91 KB, 492x228, 41:19, sword.png)

File: efb638ce4080fee⋯.webm (14.15 MB, 638x478, 319:239, coolestdemo.webm)

>>16438189

An Ancient Evil Has Awoken

An Ancient Evil Has Awoken is a hack'n'slash game.

My goal is to make a HnS game that makes use of the superior accuracy mouselook provides.

Download

Win64 & Linux: https://mega.nz/#!81sWBQRI!CUUdrTIc5Y7dV-the6uYSSF35R_EScIjpM2QfqVWvRY

Linux users should run "game" instead of "game.exe". Dependencies are not included (SDL2, OpenAL, libpng), but you probably have all of those anyway.

Known Linux issue: Transparent UI renders incorrectly.

Multiplayer

I AM HOSTING A SERVER PLS JOIN

Type "/connect 77.251.237.214" to connect to my server.


e86775  No.16438200

>>16438198

>I can see people failing to join in server log

fuck


338914  No.16438201

File: b32092d438daf2f⋯.png (49.89 KB, 640x512, 5:4, thumb.png)

File: 79c5bedec54962a⋯.png (152.39 KB, 1919x1075, 1919:1075, screenshot_1.png)

Life Pact

Life Pact is a roguelite that was made for Ludum Dare 44 (jam category) that we decided to keep working on due to positive feedback and ourselves enjoying the concept. It's open source right now so anyone who wants to take a look can do so. I recommend playing the post-jam version as it has bug- and balance fixes but if you want you can try out the original submitted for the deadline

Links

Play/download: https://jaoel.itch.io/life-pact

Ludum Dare page: https://ldjam.com/events/ludum-dare/44/life-pact

Source code: https://github.com/jaoel/LD44


a06bfc  No.16438204

File: 5f9f815db90b919⋯.png (422.69 KB, 1254x812, 627:406, cozingouttacontrol.png)

File: 9d7deeb2cfc9377⋯.png (9.24 KB, 628x412, 157:103, heaven.png)

>>16438189

Earth B, an RPG Maker VX Ace game that supposed to be a cross between LISA and Fallout: https://mega.nz/#!4hplCaqa!1aWZH6-gyDK9wkPSoYacxaIWpC4TRFZW1dbPeoI02YY

Should take you 2-3 hours to leave the city, but the game is over after that. A few bugs here and there. Unfortunately, there is a 5/18 chance doing LSD will crash your game. There is bad acid going around lol. It's much more polished and you can actually beat it this time. My non-8chan beta-testers told me it was too hard so I'm working on something else now. Idolatry, with the Godot engine.


e96a80  No.16438207

File: 261479488da9ccb⋯.mp4 (7.56 MB, 480x270, 16:9, phantom_announcement_compr….mp4)

>>16438189

Phantom Path

A story-driven puzzle adventure game.

Explore the ruins of a lost ancient city, uncover the mystery of its esoteric technology, and claim its incredible treasure as your own.

Windows 64bit build: https://mega.nz/#!68V3hKQB!7VRTGLcgIF_086t7jVO88bB3YOYFCS01gmTzCK14o8M

Zip archive password: puzzle


401415  No.16438227

>>16438198

Question: why wouldn't one include dependencies?


739aed  No.16438234


37fc60  No.16438246

>>16438207

A neat little puzzle game.

Question: Are you supposed to simply avoid the enemies until they despawn?

Also, how large do you plan to make the later levels? If the size expansion between Level 1->2->3 is anything to go by, a map feature or something else to show which torch currently holds what kind of flame might save the player a gigantic amount of backtracking.

Then again, I suppose this also could make the game too easy.


b10e15  No.16438251

>>16438198

can't connect to the server


e96a80  No.16438256

>>16438246

Thank you. Yes, there is no way to fight the enemies.

I want to avoid backtracking and large levels. Instead of re-using the same mechanics to make bigger puzzles, new mechanics are introduced instead. I think that will keep the gameplay interesting.


e86775  No.16438267

>>16438227

Because in Linux-land, you're expected to request dependencies from package managers, instead of providing your own copy of them.

It's to prevent the situation of each game installing its own version of directx to the point of having 50 different versions installed.

All dependencies I listed are incredibly common, if you have pretty much any Linux game or even just Steam installed, you'll have them. I'm just listing them in the off-chance someone doesn't.

>>16438198

>>16438200

>>16438251

Something is fucked. I can see a lot of people trying to connect. One got through a few minutes ago.

I made a slightly-more-debug-spammy version of the client & fixed a crash bug related to connecting. If some of you folks would try it out and toss me the logs if it still fails then that would be much appreciated.

Win64 (no linux) https://mega.nz/#!040ClQAC!0RxWD5DQx_sNLebFDKDtBnwqmVvvK1B-tHov3Xm2o8M

I'm guessing the crash bug is the main cause since it'll occurs whenever the latency is bigger than 1 tick.


8361bb  No.16438269

File: 8c88ce07d30509e⋯.mp4 (10.9 MB, 800x600, 4:3, RPG_Prototype 5_5_2019 2_1….mp4)

File: 94004cf5fda1d9e⋯.jpg (19.62 KB, 480x425, 96:85, bionicle.jpg)

more of a proof of concept than a playable demo, but here you go

skyrim 2, not-bionicle edition

https://drive.google.com/open?id=1-PALZh8uk0DoN62MclWaN1VFrHrJQJEV


2db7a6  No.16438280

File: 0154f0f9146bcd6⋯.png (25.88 KB, 423x364, 423:364, combat.png)

File: f19dfb651ab1c0b⋯.png (25.18 KB, 332x256, 83:64, unlocking.png)

File: 1ee2ba32ac6d04f⋯.png (77.66 KB, 692x620, 173:155, city objects.png)

File: 1ef9f623e2ad1b9⋯.png (18.64 KB, 594x387, 66:43, raft.png)

File: 1c8693540e63c11⋯.png (5.48 KB, 300x207, 100:69, Altar to Athena.png)

>>16438189

Hellas: MMORPG in Ancient Greece

Crafting, construction, tech advancement and capital investment inspired by TerraFirmaCraft.

Combat, talents, leveling and gear inspired by vanilla WoW.

>Build persistent structures

>Found or join a city, and (optionally) share tools, resources and storage

>Declare war on an individual player or a rival city

>Engage in trade

>Unlock new tech through crafting and construction

>Use vehicles to cross rivers or move goods

>A mix of history and mythology

Download the client: http://hellas.timgurto.com/client.zip


37fc60  No.16438282

>>16438201

Nifty. Although I don't get why the slingshot is a purchasable upgrade when its the worst weapon in the game.


027472  No.16438284

>>16438280

Why in the fuck would you ever want to copy WoW?


7ffd64  No.16438288

>>16438207

After using the D-pad/Left analog stick in menus, sometimes it keeps endlessly looping trough the all menu items. Or maybe that's just price to pay for playing it with Xbox 360 controller on Linux using Wine…


b6f66f  No.16438290

>>16438198

It's a bit clunky but with little polish this could be a great HnS also make the air movement less restrictive and Good Luck


b6f66f  No.16438296

>>16438207

Great demo the visual are good and the puzzles are neat and the movement feels smooth Great Job


37fc60  No.16438297

>>16438267

I tried to connect to the given IP, but when I try to get my ping via … well, /ping, I'm told I'm hosting my own server/ that "you're a sever".


338914  No.16438298

>>16438282

Yeah we're reworking the entire item buying system. Right now we're thinking that you can upgrade your weapon buy buying the same one multiple times to get status effects and such. Thanks for playing and the feedback!


e96a80  No.16438299

>>16438288

Analog sticking, maybe? Try increasing the deadzone in the settings.


739aed  No.16438302

File: 6976689b879e4fb⋯.png (312.1 KB, 1920x1080, 16:9, Screenshot_2019-05-05_21-4….png)

>>16438198

ok i cant read the chat messages in my terminal because it keeps spitting out opengl related debug messages but i did wanted to share this picture :^)


e86775  No.16438307

File: 462c68aa70c91a1⋯.png (405.73 KB, 1282x748, 641:374, minecraft.png)

>>16438297

If you successfully connect it says so. You failed to connect, and in my incompetence I didn't leave an error message for when that does not succeed.

pls gibe log

>>16438302

give me that log, I need to know what I'm fucking up and my gpu says its all cool


25abb8  No.16438308

>>16438269

>263Mb

That's a big game


739aed  No.16438316

>>16438307

its only does it when you add in colored cubes


37fc60  No.16438327


612780  No.16438328

File: 66c07609a5148af⋯.png (191.74 KB, 1144x696, 143:87, outer.png)

File: ab2f70449058cbc⋯.png (190.07 KB, 1091x640, 1091:640, inner.png)

>>16438207

The intro text was annoyingly slow, though I see that it was synched to the music so I get why you can't fast forward it. Would be more tolerable if there was some cinematic playing in the background or something, like camera flying over a forest. They say that first impressions are important, and the first impression I got was "I hope this intro isn't long".

Mouse sensitivity is way too low by default, even at 100% sensitivity and 0% smoothing it feels like the camera rotation could be just a bit faster. I also feel like it would be cool to have a camera mode where the camera is fixed and you can use buttons to rotate between 4 or 8 directions.

It's hard to tell if the text in the diaries is from the diary or your character thinking. Maybe add quotations around the text, there's a monolith that uses it to differentiate between character text and text on the object.

The journal menu could be made better. Firstly I think the main list should work like a dropdown menu, though maybe it would be weird on the controller. Second the "back" button feels weird being on the right, you'd expect a "next page" button to be there. Frankly I'd just swap the title and the back button. On the another note, there's a lot of plain text relative to actual things in the game so it's a bit hard to care. Maybe also add images to the journal, like the thing you examined or some lore illustration or something, it will also make it easier to comprehend the information and piece together the lore. "Fire valve" doesn't say a whole lot but seeing an image in the menu would make it immediately clear what it is.

The simplistic/flat style looks good in it's own way, but it still feels like it's missing something. Maybe some kind of a subtle atmospheric effect like mist clouds or depth fog, or small grass strands scattered around the ground, dunno.

There's a lot of running back and forth, even though the demo was short I already would have liked some high speed dash/run ability. The puzzle is to understand where the lines go and move flames between things in the correct order, but you spend the majority of your time holding the movement key waiting to reach the place you wanted to be in. It even makes the game feel repetitive since the majority of every puzzle seems to consist of walking between pillars swapping flames instead of thinking of the puzzle. The minimalistic style means there isn't a lot of environment to look at either so it probably makes it worse. Speeding it up will require more/bigger puzzles though, and supposedly you're planning to release in 2019 so I don't know if it's viable.


615c36  No.16438333

>>16438308

For you


e86775  No.16438337

>>16438316

It's good to know it occurs after the chunk has to re-tesselate. I'll test that on linux later.

>>16438327

You typed "/join". The command is "/connect".


37fc60  No.16438346

>>16438280

I finished constructing the goat meat+skin scrawny sacrifice, but when I try to drop the sacrificial entrails on the brazier, the game keeps telling me that the location is unsuitable for this action


37fc60  No.16438350

>>16438337

And today in "I have an acute case of the dumbs".

Can connect to the server, though.


37fc60  No.16438361


1e5b1d  No.16438363

>>16438207

>Controls on the controller feel good and overall aesthetics are nice

>The little plant guys that hide are cute, more wildlife would be good

>Puzzles are easy to grasp what you're meant to do

>Feels very polished in terms of UI, I liked how at tiny resolutions the settings changed to be multiple pages

>Auto-detected my controllers fine

<Being unable to skip splash logos or the intro story text is minor annoyance

<The gaps in the trees look like artifacts - see 0:13 in your video - rather than being intentional, I don't recall seeing them in earlier webms

<When launching in windowed mode the window isn't centered on the display, looks like the offset is done for the default window size

<The beacon map clashes by looking way more detailed than the rest of the game

<The scale of the maps makes it quite a run between lanterns, they could be more compact while still maintaining the intended scale of the ruins

<Memory usage seems kinda high at 300-450MB while on a level

<I don't know how many color beacons you'll have eventually but you should strongly consider giving them different particle shapes to avoid color blindness issues

Sorry to nitpick, keep it up.


7ffd64  No.16438367

File: 202bc5195c25395⋯.png (214.63 KB, 1920x1080, 16:9, stuck.png)

>>16438299

Thanks, that was it. Set to 0.2 and it also fixed that sometimes after jump your character kept slowly moving instead of staying still.

Only bug i found is butterfly stuck on top of rock in level 2. Poor thing could't get out.

I like how your engine detects and properly sets graphics and everything else; and the movements are so smooth.


e86775  No.16438379

>>16438361

>no errors whatsoever

thanks anyway, anon


eee2ea  No.16438439

File: 8f467c44434182e⋯.png (1.36 MB, 1280x960, 4:3, sigma2_windows_x64_2019-05….png)

File: 3ef9047a434b5af⋯.jpg (281.12 KB, 1280x960, 4:3, sigma2_windows_x64_2019-05….jpg)

File: 772745247ea17c1⋯.png (1.42 MB, 1280x960, 4:3, sigma2_windows_x64_2019-05….png)

File: e3c3ce47f45b16c⋯.jpg (381.69 KB, 1280x960, 4:3, sigma2_windows_x64_2019-05….jpg)

File: e1a926608c34767⋯.webm (4.67 MB, 640x480, 4:3, sigma2_culling.webm)

>>16438189

Sigma II

This is a game engine that I have been working on. It is supposed to be an optimized "old school" style of engine written for modern as well as old hardware. It works on Windows and Linux, x86 and x64. This demo is a simple graphics demo where you can pick between several maps and fly around them. It shows off the occlusion culling system mostly. You can see that in action in the wireframe graphics mode. It supports the Vulkan API as well as OpenGL and can run on Windows 2000 and higher, and only requires OpenGL 1.1 to run.

Download

https://mega.nz/#!JcJAyIZb!Z27CAFxYivzlvmKTJNI4sV8tn64EkcvW-UPJoE1VCRw


cdbdf6  No.16438451

File: eea66e488d416cb⋯.jpg (139.39 KB, 1280x711, 1280:711, photo_2019-05-05_10-10-54.jpg)

File: 3dfccaec51ba6a9⋯.jpg (127.03 KB, 1280x717, 1280:717, photo_2019-05-05_10-11-00.jpg)

>>16438189

Everyday Life

It's a harvestmoon-like game still very early in development. This demo is strictly about the cooking system, but you can still walk up to the grass and watch it bend.

The waifus are non-intractable yet

DOWNLOADS

Windows

https://mega.nz/#!X5knCSYJ!Fs89XXGdc9EGwzZ2IfbdZruj2mz90jLc5pPsJXL2isI

https://www.mediafire.com/file/iag66qt7diziwd6/05-05-2019_-_windows.7z/file

Linux (Untested)

https://mega.nz/#!X4dx1YjD!d-r0bz-S_cZpJTnDXZROsU48UkzpHpQ75HHLssh-Zaw

https://www.mediafire.com/file/4dc6kpan9pscys7/05-05-2019-Linux.7z/file

Controls

WASD movement

Space Jumps

I opens inventory

E interacts with the utensils

Right now the cooking system is incomplete, we are still missing features like recording player made recipes, recipe special effects, different mechanics for raw and fermentation recipes, cooking skill, eating food, giving food to the girls, sounds, flashy effects, scoring the resulting item and a few other details

To cook press E at one of the 7 utensils, each has its own unique recipes (note that Pot and Pan are different tools) NOTE that raw and fermentation are using the same mechanics of hot recipes for now, so yes, you can burn your sandwich with a kitchen knife

Once you choose a recipe you can place the ingredients in the recipe slots, some slots will require or forbid certain types of ingredient, some slots are entirely optional

After placing the ingredients and starting the process you will start earning points to invest in the ingredient effects, those can give great bonuses to the final recipe

On the top of the window there will be a timeline with ingredients running through it, on the first time they pass through you know they are properly cooked, but if an ingredient appear a second time i means it is overcooked and will burn, make sure you complete the process (big button top right corner) before it happens!

After that you get the result in your inventory (press I), you can use finished recipes as an ingredient in any recipe that accepts it

Known issues:

SomeLots of effects don't activate at all, you spend points but nothing happen

There's no way to know which ingredients have which effects besides checking the mods folder or using them


612780  No.16438460

File: 7d5e40ca055e83a⋯.png (205.33 KB, 458x450, 229:225, window.png)

>>16438439

Asked for firewall permission or something, I tabbed out to close it, and now I'm unable to get the window back. If I select the window with alt+tab, it appears at the bottom left of my screen, the window title bar is visible and my mouse is shaking on top of it but I can't move it.

Windows 7, opened the x64 version.


5eb5ac  No.16438462

Not a single streamer will ever touch your game for associating with 8chan, have you thought about it? You're lowering your popularity by posting it here.


612780  No.16438470

File: 18975a45697def3⋯.png (29.42 KB, 467x400, 467:400, 18975a45697def36491e810c70….png)

>>16438460

>try x86 version

>problem didn't occur this time

>cursor is visible though and I can click outside of the window if I move it fast enough

>try x64 again

>the initial window problem didn't reappear

>unable to move though, doesn't respond to keyboard

>restart

>movement works


e86775  No.16438476

>>16438267

>>16438198

I made another version.

Win64 (no linux) https://mega.nz/#!Y5FjDQDI!d4bjuQ_PgnSxTV1fwEYSsKcEasLVaGmwHxTrZnVlTfo

<fixed a broken copy which could cause desyncs

<made half-hearted fix for black/hom chatbox issue

<less pointless debug spam


612780  No.16438477

>>16438470

Also if I press alt, the window freezes until I press/click again. Seems like that problem where alt focuses the default menu bar in Windows' windows.


0e876e  No.16438485

File: ed6b50a6b8b044c⋯.png (873.24 KB, 1366x768, 683:384, BAZINGA, BABY.png)

>>16438462

>Not a single streamer will ever touch your game

>you will never become a meme dev with a 5 minute spotlight appearance and be forgotten after

>somehow this is bad


cdbdf6  No.16438486

>>16438462

Good, there will be no cancer in my community


eee2ea  No.16438496

File: b7482d1eca754f2⋯.png (84.7 KB, 256x255, 256:255, eeee.png)

>>16438460

>>16438470

>>16438477

>the instant someone touches my demo everything immediately breaks

The mouse locking is bugged if you move the mouse onto the window's title bar while it's supposed to be locked, I need to fix this for real… just press ~ to open the console, this will stop the mouse from being locked in place. The movement bug happens randomly and I haven't fixed it yet. You just have to restart. I think it's something stupid going on with my socket. Also I had literally no idea that alt paused it. That's strange… I honestly have no idea why it's doing that.

The game doesn't need firewall permission because it only opens a connection to itself on localhost. But windows throws up that warning anyway.


612780  No.16438509

File: 0185993e51d2b9b⋯.gif (56.15 KB, 349x155, 349:155, menu.gif)

>>16438496

Well the good thing is that all the problems seemed related to the window/input, not the actual game/demo which was fine.

Alt toggles this menu in Windows and I assume it's related, I've had that problem somewhere in the past.


7ffd64  No.16438516

File: 62797313d31aab4⋯.png (1.95 MB, 1602x1020, 267:170, LSD.png)

>>16438451

Linux build has to be run in windowed mode, otherwise it crashes 1s after loading. Also is the water supposed to be violet?

AND WHERE IS PRESS X TO MARRY


eee2ea  No.16438524

>>16438509

That's good, I think that, i'm just not being agressive enough at controlling the mouse, and there are some windows messages I need to handle…

How was your performance? You can remove the framerate cap by typing "r_fps 20000" or so into the command line, and you can type "r_renderer 1;r_restart" where it's "1" for Vulkan and "0" for OpenGL, i'm trying to find out how the two API's compare on cards besides mine. You also might have to type "r_vsync 0;r_restart" in OpenGL to uncap it. Right now Vulkan is a bit slower than OpenGL for me, but it's a problem with the drivers, not the code itself.


cdbdf6  No.16438527

>>16438516

i knew it would be fucked but damn…


00b2b4  No.16438547

>>16438462

You'd be surprised.


ea1a9d  No.16438560

File: a94d77feb323a94⋯.png (34.18 KB, 797x552, 797:552, specs.png)

File: 56ab85431bf9ddb⋯.png (141.99 KB, 1920x1080, 16:9, phantom 2019-05-06 00-02-3….png)

>>16438198

Didn't encounter any bugs. Only tried single-player though.

Swinging the sword around with the mouse to increase area was quite satisfying. As >>16438290 said, could do with more polish, but the idea definitely has potential.

>>16438207

Encountered a buggy UI and the game crashes at black screen after trying to start a new game.

It manages to create a save file containing:

{"discoveredZones":[],"currentZone":"intro","secondsPlayed":0,"updated":1557064963.068,"collectedBooks":[],"collectedTreasures":[],"items":[],"varInts":[],"varStrings":[],"discoveredSecrets":[],"varBools":[],"created":1557064963.068,"lore":[],"version":1}


c79c07  No.16438580

>>16438527

If you want to test in linux you can probably just install a copy of the OS onto a USB stick with your game pre-installed, so then you literally just have to plug it into your computer and boot up to test your game. Either that or a virtual machine.


3e67c6  No.16438585

>>16438201

I played the post-dare version. It's pretty neat, and I get it was an LD so this isn't a truly harsh criticism, but it's a little overly repetitive given how little variety you practically have in the item choice.

I think the most fun i had was using grenades. This game needs more weapons like it, with strange handicaps or risks. When I just decided to optimize my dood, i just picked up a ton of those gun boosts + the assault rifle and just gunned down mobs effortlessly until i got bored.


cd7c47  No.16438595

>>16438198

I'm using the Linux version. Connecting to your server causes the game to segfault. Trying to connect to other (non-working) IPs does not crash the game.

Backtrace

1 ??     0x55555557e263 
2 ?? 0x55555559285b
3 ?? 0x5555555733b4
4 ?? 0x5555555710c0
5 main 0x555555559227

Offending function

0x55555557e257                  55                          push   %rbp
0x55555557e258 48 89 e5 mov %rsp,%rbp
0x55555557e25b 48 89 7d f8 mov %rdi,-0x8(%rbp)
0x55555557e25f 48 8b 45 f8 mov -0x8(%rbp),%rax
0x55555557e263 0f b6 00 movzbl (%rax),%eax ; SEGFAULT here
0x55555557e266 5d pop %rbp
0x55555557e267 c3 retq


612780  No.16438599

File: 50b5c59a9de58d8⋯.jpg (859.04 KB, 2041x1280, 2041:1280, wtf am I looking at.jpg)

>>16438451

First time I interacted with an object, the game froze for like 2 seconds. Not a big deal since it only happened once, but seems like whatever it loads should load during the initial loading. The mouse visibility toggle is also broken, sometimes it's invisible when a menu is open, and also visible in the middle of the screen when walking around.

Is the map supposed to be a maze with paths going randomly in all directions? It's pretty confusing. Thank god you can jump over railings because I'd never bother finding a way down properly.

If you stand in a doorframe, the camera goes through walls and ceilings.

I've thought this ever since I saw your game; all the cooking stuff is really confusing. It's hard to judge at this point so I'm reluctant to "criticize" it, but just want to say; make sure to carefully design the UI and teaching aspects of the game so the player can get into this. I'd come into this kind of game for the farming and crafting stuff and waifus, I don't understand or care about any of these of spreadsheet-tier flavors and nutrients and fiddling with ingredient percentages and shit. I don't mind mechanics that get very complex, but generally speaking the barrier of entry should be very low. It seems like you're going for something big with this game, so you should make sure that most people won't be turned off right at the gate.

As for the menu itself, typing numbers every time you add an ingredient is annoying, you should have +1 +5 +10 +10% and so on buttons to change the ingredient amount. The + button on the right side is useless, the empty ingredient slot with + in it should open that menu instead. I don't understand what the list on the left side is, recently used ingredients? It doesn't say. I don't know how many of these kind of things you've already considered though so I don't want to autistically nitpick every thing.


cdbdf6  No.16438618

>>16438599

I knew the interface was shit, but was not expecting it to be that shit.

I know exactly what each stuff is and what's for because I did it, so it makes it hard for me to assume what's hard to understand and what's not

The + button for instance, should actually be a magnifier, because it's actually a button to automatically set the inventory tag filter to all items that match that slot

In the future there will be a easy modo cooking where it looks like those dirty brainless fixed recipe systems with lots of premade recipes that just asks for you to supply the materials

If you get two replies, it's because there are two people working on this project and we might reply at the same time


e86775  No.16438619

>>16438595

I think I fixed that issue in this version >>16438267.

But thanks for the backtrace. I will verify it later.


cdbdf6  No.16438624

>>16438599

Those were the items loading

The city might seem confusing at first, but everything is very well connected i think you might like it more after becoming familiar with it

yeah we didn't fix the camera indoors yet, we are focusing on other stuff

The cooking system in this incomplete stage is nothing like what it will be, when it is done you will be able to play without worrying about all the numbers and values by using recipes the NPCs teach you


612780  No.16438632

>>16438524

>press ~

You know I really hate when people do this, because my keyboard doesn't have that key. I need to hold ALTGR and press a diacritic dead key to get "~". After fiddling for a while, I found out that the second dead key (for ´) on my keyboard toggles the console if I hold shift and press it, then lift shift and press it again, and then backspace to remove spaces/tabs or whatever it adds to he console.

Anyway, FPS seems to be around 8400. Movement in OpenGL was lagging behind by like a second until I removed vsync, after which FPS is between 11000 and 14000.


e96a80  No.16438635

>>16438560

The problem is in rendering, it seems. I've never seen a problem like this occur on any machine I tested. Are your drivers up to date? Can you try a different window mode? Maybe disable vsync?


612780  No.16438667

>>16438618

>>16438624

>In the future there will be a easy modo cooking

>The cooking system in this incomplete stage is nothing like what it will be

Good, it doesn't necessarily need to be less complex, just have an easier way to get into. Later when the player is already in grips with the game and understands things well, you can start making the specific details/customization become more relevant.

>The city might seem confusing at first, but everything is very well connected i think you might like it more after becoming familiar with it

I agree, especially when there's actual things to go to. It seemed like most paths were just curving around without leading anywhere. I think it might be unnecessary for everything to have 2 paths curving left and right and end up in the same place though, it's not a bad idea in itself but it's used too many times. I can even imagine a gameplay complication raising from it, imagine looking for an NPC, walking up around that pillar thing in the screenshot while the NPC walks down on the opposite side causing you miss them. You might feel compelled to walk circles around every path just to make sure.


cdbdf6  No.16438703

>>16438667

>I think it might be unnecessary for everything to have 2 paths curving left and right and end up in the same place though

But muh symmetry


bf908f  No.16438713

File: db3c88f806c1063⋯.jpg (456.74 KB, 1680x1049, 1680:1049, Everyday Life demo 5-5_201….jpg)

File: 174c4d8006bed29⋯.jpg (424.85 KB, 1680x1049, 1680:1049, Everyday Life demo 5-5_201….jpg)

>>16438451

>Soybeans do not show up when I click the filter, might be because they are tagged as "soy". They also don't work for the recipes, or at least the ones I tried (Miso)

>I used the fermentation table, had my inventory open, moved to the raw prep table and I couldn't open it until I closed my inventory.

>made flour from rice, later from wheat and corn, none were accepted by any recipes I tried that wanted flour

>At some point I became unable to click any bonus things regardless of points, they stayed grayed out

>I started the Jam recipe in the pot, put 500g strawberries in it, needed sugar so I went looking for the recipe in other tables, and in the fermenting table an old recipe for sour dough was still in, and I could start cooking it. The cooking itself looked weird, strawberries were instantly on the leftmost of the bar, and after completing it I received the 500g of sour dough. After this, the pot would always instant-finish any recipes I started.

>from start the mouse pointer was stuck in the center of the screen and could use it normally when an inventory was opened, then at some point (probably from alttabbing) it disappeared and didn't reappear when I opened menus, had to alt-tab (running in windowed mode)

>performance is kind of bad, definitely playable, but my PC should easily be good enough to run this at 60fps 1080p; fps drop especially noticeable when looking horizontally, runs better when looking down or up

>missing collisions in a few places

Design-wise

>although I eventually understood the intention, the green checkmark on the items on the progress bar was a bit confusing, maybe the label/colors changing over time or such would make it clearer

>there are a ton of recipes at different tables, would be nice to have some way of keeping track of what you need for a certain target, recipe book, maybe an added object like a fridge or cupboard that automatically stores and shares materials with the nearby cooking/crafting tools (I assume eventually inventory will be more limited than current)

>also when you open a certain menu, should be more obvious which one you opened, as of now you can only tell them apart by recipes present

>differentiate between the "Search inventory" + -button and the "Add shit here" + on the base window

>fit more stuff into the default size crafting window, you shouldn't have to scroll for a recipe with a mere 2-3 ingredients - maybe only display details on mouseover, or reduce the empty space in the middle unless the player adds several different ingredients of the same type

>when menus are open (and maybe otherwise, too) MMO-style "hold RMB to turn camera" would be nice to have

>target of interactions could use some visual highlight, at least the nametag or the object, though at current density it was not difficult to position myself to get the right menu to open

>the vamp cosplayer should have kuropan showing through her thighs

Nice to see progress, definitely looking forward to this.


7ffd64  No.16438721

>>16438703

I have to agree with >>16438599

The city architecture, especially all the bridges and ramps feel somewhat strange, you don't see something like this in real places. You probably have a clear vision of all this, but I would suggest to take an inspiration how real early modern period cities in Europe looked like (I assume that was your main source of inspiration). Take the Witcher (or Kingdom Come) as an example - all the places are mostly modeled how it looked like in late medieval times and it feels natural.


7ffd64  No.16438743

>>16438721

(or I am completely wrong and this doesn't matter in this type of game)


cdbdf6  No.16438754

>>16438713

We are going to remake the whole cooking UI, this time i will design it (my brother, the programmer did it this time because we had to rush to finish in time)

We didn't have time to test at all, thanks for pointing the recipes/ingredients with problems, i will be fixing them later

Yeah, my PC also complains about the performance, but optimization comes after functionality

>>16438721

I am going for a magic city kind of style, this city was made by mages by manipulating solid stone


e86775  No.16438762

>>16438201

Played post-jam.

Movement is a bit too floaty for my tastes, but that's probably because I get the urge to danmaku-style weave between the bullets coming at me when I see those shotgun skelies. Maybe add an upgrade to the store that improves your de/acceleration so that players can do just that?

Corpses of mobs block other mobs, which make hordes of melee mobs really not that big of a deal. It's probably possible to push corpses around and construct a fortress impregnable to melee enemies, but I can't be arsed to try.

I also found a faulty case in the mapgen: It's possible for an exit to spawn right next to the entrance to a room, in such a way that you can't enter the room without stepping over it.


96e5eb  No.16438763

File: bdb5cd0a35083fb⋯.png (1.96 MB, 1276x719, 1276:719, lawn 1.png)

File: 16c34a34547acaa⋯.png (136.37 KB, 1277x716, 1277:716, lawn 2.png)

File: 7b9a42d8d07bbe2⋯.webm (12.67 MB, 600x342, 100:57, lawn stage 7.webm)

>>16438189

Lawn

Simple, autistic lawn mowing for the longest possible streaks

Windows x64 build:

https://mega.nz/#!4VkhyaaT!8q9UtLlE7KwE076EyNdLAaKPcvKWNvZss_C_OPnO4L0

Known issues: Visual glitches on AMD and Intel IGPs


41d862  No.16438764

File: 16f82667c4a3184⋯.mp4 (9.79 MB, 1280x720, 16:9, 2019-05-05 16-48-04.mp4)

>>16438207

hey anon I can't really play your demo and I can figure out why, the demo crashes when I try to create a new game, and the menu interface is pretty bugged, I suspect your renderering engine doesn't like my graphics card


6c5d38  No.16438767

>>16438198

hey you got something going on here, good work. im jelly.


5e2e7f  No.16438792

>>16438635

>Are your drivers up to date?

That seems to have fixed the UI bugs, but the crashing still occurs. Is there any info you would like me to send your way?


4ffbfc  No.16438814

File: 2c8e932e547cf4e⋯.png (976.91 KB, 1280x720, 16:9, 1552165374-4.png)

>>16438763

I have to admit, that looks strangely comfy. I like the sound effects.


e96a80  No.16438826

>>16438764

Are your drivers up to date? What are your specs?

>>16438792

Does the main menu play any music? Does the crash also happen when you press "Continue"?


41d862  No.16438839

>>16438826

my problem seems to be the same as >>16438792 after I've updated my drivers the menu UI started to work just fine, however when I try to play a new game it crashes. There's music playing in the main menu and yes, continue leads to another crash

My specs are : AMD R9 390, I7-3820 and 16 GB ram


e96a80  No.16438843

>>16438839

Does the game add any files to the "user" directory of the game's folder?


41d862  No.16438847

>>16438843

yeah I have 3 .save files and 1 settings.dat (I've tried to create 3 new games and I've changed the setting so it seems to be working as intented I guess)


e96a80  No.16438882

>>16438847

Could you try running the game in compatibility mode?


41d862  No.16438893

>>16438882

no good


5e2e7f  No.16438898

>>16438826

Yes and yes


e96a80  No.16438908

>>16438893

>>16438898

Does the black screen stay for a few seconds, or does it crash immediately after fading out?


41d862  No.16438923

>>16438908

immediately after fading out I believe


ffc8e9  No.16438925

I'm not playing anyone's demo unless they show me their tits.


9022d7  No.16438928

>>16438925

Why would you look at manboobs?


338914  No.16439016

>>16438585

>>16438762

Thanks for playing and the good feedback anons. I'm taking notes and will bring it to my fellow dev.


410ce2  No.16439076

>>16438207

It froze once while reading the second arcane book, but it didn't happen the second time (I'm playing in Wine 4.7) and overall the movement and aesthetics are very comfy. You're definitely heading in the right direction.


b312f3  No.16439082

File: e79e98df0ffd195⋯.png (14.05 KB, 642x512, 321:256, fugg.PNG)

>>16438439

Game works fine on my Intel + GTX 1070. Get this on Ryzen + Vega

>>16438207

Same thing. CTD when I start a new game on AMD, fine with NVIDIA.


e96a80  No.16439108

File: 290967933c5a51e⋯.png (505.95 KB, 1024x1023, 1024:1023, live_with_the_pain.png)

>>16438923

>>16438898

>>16439082

>CTD when I start a new game on AMD, fine with NVIDIA.

Thanks for all the info. The problem must be related to AMD's OpenGL drivers then. I have no idea how to fix this, but I will try.


7ffd64  No.16439136

File: 8ae730c72d07adc⋯.jpg (Spoiler Image, 51.3 KB, 500x500, 1:1, tits pervert.jpg)

>>16438925

>wanting demo tits instead of full tits


bf908f  No.16439165

>>16439129

You didn't respond to the anchor in either of your posts.


8361bb  No.16439172

YouTube embed. Click thumbnail to play.

8361bb  No.16439179

YouTube embed. Click thumbnail to play.

>>16439172

and i got the wrong video this time


4998d4  No.16439275

File: 7cea978245958bb⋯.gif (537.98 KB, 320x240, 4:3, 7cea978245958bb640927bfc05….gif)

File: 4c2824e6750bccf⋯.png (214.63 KB, 420x471, 140:157, Joel.png)

>>16438439

Graf Doom replacement when?


97b7eb  No.16439288

File: 1f2608010ddd2e7⋯.mp4 (7.48 MB, 852x480, 71:40, Fonzi demo.mp4)

File: cceb70d1f704f05⋯.png (8.68 KB, 852x480, 71:40, Fonzi 1.png)

File: 3cb11c6b9b11549⋯.png (9.73 KB, 852x480, 71:40, Fonzi 2.png)

File: caa5775661e9895⋯.png (8.95 KB, 852x480, 71:40, Fonzi 3.png)

>>16438189

Fonzi's Adventure: The Awakening

Run-and-gun platformer. 8 levels, possible to complete in under 18 minutes. It's pretty much been done for a couple of months, but I haven't shown it here before today. It's my first game since 2005, so I figured I'd start simple.

https://mega.nz/#!TPZg0QoD!0eQDQYnt4vEuJezK3uYE_dx4tUU53ACoQmNb5Eis4NE


1d7117  No.16439295

File: ede31b43d87a0ba⋯.png (682.05 KB, 1153x1063, 1153:1063, fedoras and fedora accesso….png)

>>16438763

I can almost smell the grass.


2df84a  No.16439308

File: bdce380cd03d906⋯.jpg (9.74 KB, 219x187, 219:187, 1537770935597.jpg)

Ah fuck, demo day is today?! Maybe next month…


96e5eb  No.16439320

>>16438814

>>16439295

Thanks, does the game work on your machines?


2df84a  No.16439336

File: e996d2f856db53f⋯.png (77.9 KB, 282x300, 47:50, conf.png)

For future reference, when does Demo Day happen? First Sunday of the month?


24fa2d  No.16439353

>>16439308

>>16439336

it's supposed to be quarterly on "dubs days". So this one is 5/5, next one would be 8/8, then 11/11, then 2/2. Someone correct me if I'm wrong


cdbdf6  No.16439355


2df84a  No.16439356

File: 64523e72afa3697⋯.jpg (456.69 KB, 2166x2006, 1083:1003, thumb_up.jpg)

>>16439353

Oh, so I have 3 months. I might be able to finish the game before then.


8361bb  No.16439360

File: ae645b0859e20a7⋯.jpg (31.93 KB, 319x340, 319:340, ae645b0859e20a7da0ca4e3bbd….jpg)

>>16439356

>finishing games

>finishing games in time


a97fac  No.16439381

File: 4c21d95fd7cb93b⋯.png (11.71 KB, 419x415, 419:415, asciilogo.png)

File: 92d13078a17d20d⋯.gif (36.08 KB, 378x281, 378:281, brainfuckboy_hello_world.gif)

>>16438189

Introducing BrainFuckBoy!

Some likely questions:

>the fuck is this, anon?

A Brainfuck interpreter with part of the memory mapped to a screen.

For those of you who don't know, Brainfuck (AKA BrainF*ck or other variations thereof) is a so called "esoteric programming language" which generally just means it's dumb as fuck.

Brainfuck normally has 8 characters, which together create a turing complete set of instructions.

>okay sounds shit, where's the videogames?

Sadly I haven't finished the game I'm working on using this yet, which is going to be Snake. Yes, that piece of shit game you played on your old ass indestructible Nokia or in flash on school computers.

It's really hard to make it, but I am fairly sure I'm getting close to completion and it'll be one heck of a feat of autism when I do.

>so what can I do with it?

Well, the actual interpreter is completely functional and nearly feature complete for a V1 release. You can play around with it, make your own brainfuck programs for it, or at least try out the three programs I supplied along with the program itself.

Try drawing some dicks or swastikas. If you really want to impress everyone, make a script that draws a happy merchant. Download it 50 times and send it to the trashbin so I lose a ton of sales to your piracy. Do whatever you want.

Realistically, this is likely only interesting to programmers and most of you won't give a shit or even understand half of what it does, but that's completely fine. Even Saint Terry, Mr. God rest his soul, probably would think this is extremely stupid and call me a niggermonkey. But I hope at least some of you can at least appreciate the stupidity, and look forward to the very first 60FPS electronic entertainment video game written in brainfuck, coming to you Soon™

>are you autistic?

That should be obvious


24fa2d  No.16439386

>>16439381

so where's the link anon


a97fac  No.16439387

File: 79b7f192424d1d2⋯.jpg (80.88 KB, 620x435, 124:87, AN HERO.jpg)

>>16439381

I FORGOT THE DOWNLOAD I MIGHT BE RETARDED

https://mega.nz/#!XP41GCxa!8toY_0JYlQYYLp0rvrfIdSgidXM3smVrcfqkVq6GsAM

Also, wangblows only for now.


c03c85  No.16439397

File: 5ad520bc3abcced⋯.jpg (Spoiler Image, 51.3 KB, 720x480, 3:2, buff carlos.jpg)

>>16439136

Steamed buns are pretty hot too


cdbdf6  No.16439439

>>16439397

Those are Melonpan you filthy spic


c70146  No.16439475

Where is that game that had cute girls with ww1 tanks and rifles?


8361bb  No.16439479

>>16439475

the one that was just shilling here, or the one with the train? either way haven't seen them in ages


225ff9  No.16439484

has shinobudev posted anything recently?


354d8b  No.16439503


6efe3f  No.16439617

File: 933ed37c3b0658d⋯.jpg (34.2 KB, 1000x563, 1000:563, oculus lawn.jpg)

>>16438763

VR mode when?


e86775  No.16439690

File: f448cd260d775fb⋯.png (758.05 KB, 1920x1080, 16:9, owo.png)

File: 506c988f1f617af⋯.png (1.26 MB, 1920x1080, 16:9, vehicles.png)

File: e8bf81d99eb4778⋯.png (1.15 MB, 1920x1080, 16:9, heart seven eleven.png)

File: 96ffe1d682cc70d⋯.png (1.19 MB, 1920x1080, 16:9, sophisticated.png)

>>16438198

I'm gonna be off to sleep but I'll leave the serb up.

Here's a new win64 build https://mega.nz/#!kxsWgKpD!f5MxvJGYDxWMztGRMaDT4MGydFEayjheWhFApwx_7Vo

It fixes a disconnect bug that occurs after being connected for some time.


ce2e52  No.16439692

File: 83b31b7da86c2da⋯.jpg (128.48 KB, 550x280, 55:28, mega-bomberman.jpg)

>>16438763

kinda reminds me of bomberman on the sega, cool.


da552b  No.16439693

File: 30a7eeed9033ee5⋯.gif (1.85 MB, 400x240, 5:3, 30a7eeed9033ee58c927fc69c4….gif)

>>16438763

This is pretty fun. Only problems I had were the visual glitches you mentioned.


ffc8e9  No.16439771

>>16439136

if the game is good i will take some of those qt demo tits until the i get chance at seeing them full in all their glory.


eee2ea  No.16439780

File: 8d2dd3695466be9⋯.png (141.19 KB, 640x480, 4:3, Sigma Editor II (Pelles C ….png)

>>16439082

This means that it's failing to load all of the textures, as well as the world, for some reason. Do you have some kind of antivirus or other program that's sandboxing it and blocking all file I/O?

>>16438632

Shit, you're the guy on that nordic keyboard right? I think you've had trouble with my engine last demo day, and the demo day before that too…

What key do you want the console to get bound too? Preferably one that US keyboards don't have.

>14000 FPS

Pretty nice! That's the highest i've seen it go.

>>16439275

In theory this engine should be able to do everything GZDoom does, on a much wider range of hardware, but the reason people use GZDoom is the toolchain and scripting and stuff which is really much better made then my shitty map editor. If I wrote a bunch of converters then maybe everything would be easier to use. Why don't people use other old engines instead of GZDoom? It's kind of the same reason… but hopefully some people will use this engine for their games, once it's more presentable and usable. The codebase is immature and has a lot of missing features and other problems.


128ffa  No.16439856

>>16439690

>>16438198

You should add a cross-hair in Map Edit mode.


a1e071  No.16439964

File: f089b2df0035832⋯.png (1.74 MB, 1280x720, 16:9, kill me.png)

>>16438763

Pretty fun. The perfect 3-star on Rough Patches was a pain in the ass to get. So many spots where one little mistake can ruin everything.

Would be nice if the double-tap restart worked on the game over screen.


96e5eb  No.16440013

>>16439692

>>16439693

Thank you!

>>16439964

Thank you as well!

>Would be nice if the double-tap restart worked on the game over screen

Good suggestion, i'll add that right away.


e0a45e  No.16440030

>>16438207

I just finished playing this. I started with this demo over all of the others because I have heard you talk about it before, and I was most excited to try it over the other demos. It was a great demo. I turned up the sound because it was pretty comfy (more on that later). To start off, the game successfully recognized my controller on load as "PS4 controller". It still showed me the controls as A and B buttons. I don't know if that's something you hadn't considered or just haven't gotten around to, but it'd be nice if you had it change the gamepad text to match controllers. The controls were pretty functional. I had set camera rotation to manual since I thought it felt better. The only oddity I had with controls is the inventory/journal menus. I noticed that L1/R1 were changing the tab. It wasn't listed - just a common sense test. I appreciated the option to switch from analog stick to d-pad, and tried them both before actually playing.

The game was fun enough, for what I suppose you could call 'fun' for a puzzle game, since it's really subjective. I enjoyed walking around the level, seeing what door needed what fire to open, and executing the plan. The levels obviously became more complex as I went. When I entered the area with the walking plants, I insisted on trying to catch one. I couldn't, but it was fun regardless. I also climbed a rock and found the hidden treasure cache. That felt rewarding to find, and it made me more cautious about my surroundings. I didn't go back and inspect for more, but I did easily find the one in the next final, now that I was looking out for them. I found 4 treasure items in total, and 3 arcane books. The journal text was interesting, and I didn't want to stop playing until I finished. I wanted to explore every level, and not just get through them.

Turning up the sound was a mistake though, because when I was walking around and exploring the final level with a blue fire when you fucking jump scared me. The sound of the monster spawning was horror-inducing simply because of the surprise. I was expecting the fucking ghost from Bubble Bobble to start chasing me through the trees. If your goal was to make people shit their pants, you did a good job. The monster was easy to evade, as it probably should be in a level with so many dead ends, but I didn't feel safe one moment for the rest of the demo. I immediately plotted routes around the level to make sure I wasn't entrapped. You did a good job changing the way I was looking at things, enough to help me get over the ass mad from being spooked.

I'd play the full version when it releases. I legitimately enjoy these types of games. I like exploration, and I like puzzles that grow in complexity. I only lament that I suck at actually making puzzles, so I struggle to implement them in the game that I am working on. My puzzles always end up being solved in 5 seconds, or satanic rituals that nobody can figure out. So I have to give you credit for ramping up - even though they were fairly simple in the demo, it was still fun to execute.


e0a45e  No.16440168

>>16438201

I played this for a little bit. It was alright. It was obviously for a game jam as opposed to a game conceptualized over time, though that's not a bad thing. You have a good skeleton for a project here. It would be an improvement if the enemies who took damage had a damage flash, so you could see which skeletons and zombies were getting shot. Pickups should probably be animated in some way, whether it's just simple flashing or an actual animation, just to make them more visible and exciting. You should also consider adding some sort of reward for completing a level quickly, because having infinite time means you can take down any horde at your own pace. Having a reward dangled in front of players faces might encourage people to play aggressively and in a more risky manner. My life bar exceeded the play window by 10th level, and by the time I completed, I assume it was so long that it was drawing through everyone else's display.

If you guys don't know where you want to take this, may I be so bold to say that you should sculpt it around playing a novice necromancer overthrowing some other necromancer? Running dungeons as a necromancer with an AK-47 sounds fun. You could add a second equipment slot to hold a spell tome, which you could either use by consuming life, temporarily consuming life that will slowly recover up to the amount before casting, having high cool downs, or using something like spell tokens or mana. Using life seems most thematic. It would feel like a natural expansion, in my opinion, because the game is already full of undead, and you have plenty of corpses to play around with concepts like re-animation or corpse explosions. You could insert mini-boss undead like giant zombies, skeletal death knights, vampires (and their thralls), or junior necromancers. You could also build up to a final boss, something like a lich with an AK-47, who has tactics like slinging his gun around the room, so you're fighting a lich who is not only animating undead, but a pack of floating assault rifles.

There isn't a lot to be said about this other than where it could lead to in the future. You mentioned weapons will have effects you could gain by re-purchasing them. The grenade was statistically good, but it feels bad to play with. Maybe have one of the upgrades for that add remote detonation, so you could throw a grenade that would explode on any: contact, timer expiring, or remote detonation. Whether you add upgrades to your specific weapon appearing in the shop, or just buying it again adds improvements, I'd recommend having an icon for each purchase that might imply what it adds. Regardless of what you guys decide to do, keep up the good work!


e0a45e  No.16440169

File: 1ec0b47fc80c630⋯.png (36.21 KB, 1253x893, 1253:893, how_far.png)

>>16440168

Forgot picture


2637ba  No.16440624

when's the next demoday, i want to be ready for it


6e2931  No.16440636


2637ba  No.16440641

>>16440636

oh pft fuck that then, i'll be doing a public release by next month


00291d  No.16440666

>>16438763

having not played any games and only read half the thread this game looks the best so far


c77688  No.16440723

File: b1a4048c2e80266⋯.gif (1.12 MB, 500x500, 1:1, 1.gif)

>>16439484

Been working on my bathing update but it's not ready.


612780  No.16440775

>>16439780

>I think you've had trouble with my engine last demo day

First time I've tried it actually.

>What key do you want the console to get bound too

Can't you use some alphabetic/numeric key with ctrl or alt or both held? Any F key that doesn't fuck up the window works as well.

Other available keys (parenthesized the keycode in the Windows' window event just in case); "§" (220) is to the left of the numbers, "+" (187) is right of numbers, "<" (226) is bottom left, "," (188) and "." (190) and "-" (189) are bottom right, "'" (191) is below backspace. I don't recommend home/insert/pageup/etc or keys around the numpad either because they often work differently on laptops.


eee2ea  No.16440806

>>16440775

Those are good ideas- I think what i'll end up doing is checking the keyboard layout at the start and configuring the console key based on that. Probably will need to add an option for it too. Someone always has an issue with ~ on a non-US keyboard every time, I basically just set it to ~ since quake does it that way. Since if I just add one constant, it's going to break on some other guy's layout- I'll make a table and try and identify it at the startup.


26ebb5  No.16440889

>>16440168

Thank you anon, that's fantastic feedback and I fucking love the image of an AK-wielding necromancer.


6b0643  No.16441073

>>16438462

Association with this place will probably just give these games more publicity. Look at how many play those shitty Doom wads made by Dylan and Eric just out of morbid curiosity.


4998d4  No.16441136

File: 00bb038f15ec860⋯.gif (1.2 MB, 720x938, 360:469, if graf were to make a phy….gif)

>>16439780

> but the reason people use GZDoom is the toolchain and scripting and stuff which is really much better made then my shitty map editor.

I have my doubts that (GZ)Doom Builder is that well made, if that were the case then it should run pretty gud at Wine with minimal amount of additional packages if anything installed or better yet a native version which will never happen because only g*d knows why, one of the main reason is that ZDoom got shit tons of weapon mods is that it is retardly easy adding new assets and defining some custom behaviors to it. But you won't see the same amount content for monster packs then all of suddendly it is very hard :^).

>Why don't people use other old engines instead of GZDoom? It's kind of the same reason

Probably because ZDoom existed since the late 90's or something which really helped because during that times the user content creation was at its peak or at high-ish point, so Graf Doom got the advance of "banking" in this legacy. Most maps made for Doom are actually optimized for ports like Boom and its variations so Graf Doom maps are relative rare.

>, once it's more presentable and usable. The codebase is immature and has a lot of missing features and other problems.

I'm still counting on you m8, maybe one day you will get too see your breakthrough.


eee2ea  No.16441199

>>16441136

I see, I awalys assumed GZDoom was more popular because Doom in general had a nicer content pipeline. If you just mean GZDoom as a general game engine for new "old" style games then, I think that I will easily be able to beat it in terms of features, support, etc. in a matter of time, mostly because with a somewhat blank slate it's pretty easy to move fast without consequences, the main issue is how well the map editor will be in one year or two years time when people can actually try and make their own things inside the engine. So it will be interesting to see how that plays out, but it will be in general more complex to work with, program for, etc. A kind of long term goal is to make it comparable to the goldsource/source engine in terms of the features it has, hopefully next demo day in the fall I will be able to show off much more impressive stuff, I am trying to get to a point where I can implement skyboxes and lightmaps and sloped surfaces, and I might be able to show off some of that on 8/8.


e0a45e  No.16441225

File: 41640afc866fe74⋯.png (37.51 KB, 437x342, 23:18, virus.png)

File: 9931b6301ee3ce1⋯.png (5.98 KB, 460x112, 115:28, usage.png)

>>16438439

I don't know if you've gotten this error before, but this is what I get when I try to extract the contents of your demo. I've seen you around a lot so I'm fairly certain it's just a false positive of some kind. For reference, this station is using Windows 7 and has Avast installed. I ran the x86 version just fine. Using the instructions, some of the commands didn't seem to actually work. I read your post that suggested using r_restart after inserting the commands, and that did work. In fullscreen mode, all of my movement commands were delayed by about 5 seconds. I turned off v_sync and restarted to try again. However, on my second usage of r_restart, the x86 app was also declared a potential virus. I assume the engine being detected as a safety risk has to do with it connecting to itself.

Other than that, I got fairly solid performance. Uncapped and using the default settings, I was getting ~2800 fps by default. I checked my video card to see how it was handling it, but it wasn't even half taxed. I went ahead and overclocked my CPU about 20%, which brought the average fps to about 3500. The second picture shows how it was using my cores. The engine is currently so lightweight that it registers as one percent on one core when it's set to a normal 60 FPS. Just for reference, my video card is a GTX660, and my processor is an AMD-8350. I don't know if any of that information is genuinely helpful, but I shared what I could.

Everything is looking great and I can see that you are making progress on the engine. Keep up the good work. I want to make an old school dungeon crawler someday in the far future, so I especially want to see Sigma II turn out fantastic.


eee2ea  No.16441263

>>16441225

>In fullscreen mode, all of my movement commands were delayed by about 5 seconds.

The problem here is that the game's server overloads the network stack on really high framerates, it does this inconsistently and I still need to look into and fix the issues with it, the game is on very "placeholder" netcode and this is my theory about why it happens, I did try and fix it once by making the packet rate from the client seperate from the framerate but it still has this bug. I think related to using floating-point-time instead of uint64 time causing timesteps to be lost due to the inaccuracy of floats, actually I just realized this now… thus artificially lowering my packet rate.

> I read your post that suggested using r_restart after inserting the commands, and that did work.

Yeah, certain commands require an r_restart to take effect, it's not explained that well maybe… basically the state of the graphics system isn't that mutable after it starts up, so some things require a restart.

There might be something that avast doesn't like such as creating and deleting OpenGL contexts, etc., but I don't know for sure how AV software behaves.

>I want to make an old school dungeon crawler someday in the far future, so I especially want to see Sigma II turn out fantastic.

Thanks a lot! I definitely want to get the engine to a level where you can try developing on it, my main motivation for the engine is that I want an engine that can be used to make authentic old school style 3D games while taking advantage of the performance of modern hardware and actually being optimized enough to support hardware that those older games would have been able to normally support, instead of someone's low poly "old school" unity game that won't run on old computers and runs slower than it should on new computers. I think next demo day it should look a lot nicer because i'm at the point where I can start heavily focusing on new features in the graphics engine, which should let it actually take advantage of some of the performance that it's got.

It's good to know that you're getting good performance, I wanted to see how people were handling it, technically it still isn't even in it's final form of optimization, even in it's current graphical state, it can be pushed further… I'm actually kind of interested in the comment about your CPU, because it's implying that the game is CPU bound… which is the part of the game that I haven't been optimizing, I have basically have just been paying attention to getting the fastest drawcalls.


965bdc  No.16441278

>>16438207

Are the butterflys supposed to be flying backwards?


739aed  No.16441327

File: 1220854c917d111⋯.jpg (143.69 KB, 730x487, 730:487, 1220854c917d1112d5816d4ad1….jpg)

after playing most of these games, here's my final thoughts 1/2

>>16438198

nice linux port, actually this game is just minecraft with slightly better combat so yeah not for me

needs more work but when the network multiplayer works it werks until it crashes

>>16438201

>enemy variety and bullet variety

melee enemies pose very little threat and are rarely used in groups in the orig. ver

ranged enemies, are the most dumb braindead baby first's shmup (even though this isn't a shmup) fucking boolet patterns

>hurdur boring fixed aimed bullets always aimed and never interesting and just red instead of you know bright red with a bit of yellow and white in it and other varied colors, the classic duo of boring machien gun and boring 3 n-way spread that shoots a lot more than the machinegun enemy

never do this, actually think about the numerous propierties a bullet can have and how unique / not fucking unique they are, just play cho ren sha 86k, that game oozes variety depsite looking the same.

for a game that has a life bar without a number, a number is very descriptive, you could argue you could count the segments and multiply by 10, but this is just retarded

the camera fucking sucks

but then the post changes

man most of them are fucking bad but the good ones are

>melee is less tanky; but comes in group

>shots are yellow

yeah thats it

everything else is extra bad especially when making the game more casul

i don't really like this type of random roguelike shit, so yeah not going to lie here

>>16438207

ok this game ufcking pisses me off, you know what i would ask myself whenever i play a puzzle game, i want to do a lot of walking, and very slow walking, everytime i know the puzzle and solved in half a nanosecond with my 40000 iq, i want to experience extremely slow walking with long distances between each fucking object and key door, whatever retarded shit, it makes me FUCKING THINK, speaking of which when will you fucking fix speebot, in 3-49 you cannot double jump on a controller with the magnet powerup and the rocket powerup fucking impossbile to do, i fucking missed that fucking jump with the stupid hooknose bar thing to get the stupid fucking diamond but no you didnt actauly play the FUCKING G A M E ! i had to actually use the keyboard, thanks a lot fag! and wheres the linux port NEVER EVER, promising me a port and getting away with it? you will never EVER get away with it! i wish to hell i could refund my fucking copy of speebot, i would refund it and pirate the damn game so you lose even more money, thats what "they" think thats how it works but i wish it did, almost half the reason why i havent finished the game and also the annoying lack of free casul jump grace and how turning fucks up your speed so bad and all that shit. additionally not liking the low poly no texture look, reminds of existing games like the witness, masters of anima or YIIK: alex is a nigger. One in three good games of this stupid fucking low poly no texture garbage, your chances aren't looking good. finally, BIG PARAGRAPHS oF TEXT IS NOT LORE. i spit on this game not because i am extremely mad about speebot but I know it will flop just like speebot unless measures are taken. To be fair, I never liked puzzle games ever unless they're ultra hard at the start and don't have a long winded gay intro that has a bunch of retarded scrolling text and EVERY STUPID FUING TEXT BOX IN THE DAMN GAME TAKES FOREVER TO LAOD AND IF I PRESS A BUTTON I DID NOT MEAN TO SKIP IT I WAntED to load the ENTiRE thing ingingi!!!!!!!!!!!!!!!!! why does the text need to FUCKIGN SCROLL!!! fucking caveman design, think me brain slow me want text slow, I DO NOT WANT THE TEXT SLOW, I WANT IT INSTNATLY BEAMED INTO MY EYEBALLS.

>>16438280

i don't know how the anon did it but unironically made an MMO, although not even the kind of game i like but i liked this game oddly enough because there's something about this game.

pro advice: just make the player lvl 10 and skip the first garbage quests, every mmo fucking sucks ass until you're at a certain point, don't make the same shit mistake

but wait the game gets infinitely better as soon as you skip past the two giants by shooting lightning at their feet or tanking one of their blows and stunning for 10 S E C O N D S (you regenerate energy 1 per second, you use 10 energy, you can permastun anyone you want), yeah the combat is dead broken if pvp was ever enabled but the main world, where you pick up rocks, becomes more fun and now i truly see the potential, the potential of another minecraft mmo. :^)


739aed  No.16441328

File: 8937d59a2f14fff⋯.png (696.87 KB, 1024x768, 4:3, a8eb0a675f67930ee8bc4dafed….png)

2/2

>>16438763

Extremely unexpected to be an actual fun but basic game, but more or less reminds me of a phone game, the three stars, the lack of music, the odd aesthetics of the game and a bit of input lag in the movement, screams out phone game.

>>16438439

buggy tech demo, nothing to see and nothing to add

>>16438451

more like everyday gay, not for me

>>16438204

not for me, for a game that's an rpg, you cut corners on the writing

>>16439381

i hate this

>>16439288 (checked)

reminds me of every platforming flash game, camera keeps bobbing up and down a clear sign of a shit camera


26ebb5  No.16441339

>>16441327

Hey anon, Life Pact-dev here, thanks for the honest feedback, I really appreciate it. I just have one question, what did you think of the camera in the post-jam version, since you played both? It's one of the bigger problems we identified in the jam-version and some tweaks have been done in the latest post-jam so it would be very interesting to hear what you think is wrong.


739aed  No.16441348

File: 7d3efb63624cfb3⋯.jpg (124.97 KB, 488x747, 488:747, 7d3efb63624cfb37680f3816c3….jpg)

>>16441339

Alright, when you think of old but good top down games, you notice that the level is restricted into a 'box' like environment, camera only moves when moving from each room/scren, later top down games tried to expand the levels to add variety or whatever and made sure the camera was

>a) if i am in a big empty area, the camera should be in the middle,

>b) as soon i'm near the boundries of the area, the camera should stay still and as i'm moving towards the boundary the camrea doesnt move towards the boundry because that would be showing less room and its fucking retarded, just think of the camera having a huge collision or whatever

there's more to it but the biggest issue is that I hate how walking around to the new area the camera is barely showing anything where i'm heading.

you can be real cheap, ignore most of this and just tie the camera to the cursor and be done with like hotline miami.


26ebb5  No.16441364

>>16441348

Thanks for elaborating, it's very useful. We're gonna keep iterating on the camera, I agree that it needs to show more "useful" space as it is right now. There might be some merit to the Hotline Miami solution actually since it fits our "run and gun" style pretty well, in theory at least.


bae940  No.16441436

>>16438280

I really like this. I'm think sometimes the object detection…not sure what to call it is off? Or maybe I'm not getting it pixel perfect. I see another Anon had an issue placing the goat offering.

I have to say I like the pixel art. I'm kind of picky on that but you did a great job so far. Nice toning I the shadows, etc. I like the quests, too. Even the early stuff, I don't mind that sort of gameplay, I actually enjoy it

The one thing is…to be honest if I'm on my PC I probably wouldn't play this again even if I really liked it. I'd play something more complex. I would play the shit out of this while stuck at hospital/doctors/etc., on my tablet, though. If you could do a mobile client like old school RuneScape I'd even be happy to pay for the app.

Hope you do well with your game!


2db7a6  No.16441442

>>16441327

MMOanon here. Thanks a ton for playing! Abilities and talents haven't really been balanced at all, since it's hard to balance a multiplayer game by myself. Hence every spell costs the same energy.

Combat is effectively enabled; all you need to do is declare war on someone. Again, being a solo dev it's hard to properly playtest this and know how fun or frustrating it is to have your stuff destroyed.

>just make the player lvl 10 and skip the first garbage quests

The last major release was to add quests and the tutorial; before that it just dropped you into the world like you described. The tutorial is there to teach concepts like construction and crafting, plus MMO staples like combat and gear. The biggest problem with the early game is that until you get your first spell, combat is just right-click and wait to see who dies first. I need to give each class at least one starting spell to add choice and make it more engaging.

>i don't know how the anon did it

With time. Four years this month.

>>16441436

So far most of the complexity comes from the economy (primarily post-tutorial). Combat becomes a bit more interesting once you start learning spells, but it's still very unbalanced.

>I have to say I like the pixel art. I'm kind of picky on that but you did a great job so far.

Thanks! It's a skill I learned on this project, and am gradually getting better at. The reason I went with low-res is that I can make it look reasonable. I'm no artist and I can't make high-res sprites look good.


e86775  No.16441485

>>16438207

I'm also having issues running the game. (But I'm also running my own game in the background and you never fucking know. I'm using it to host a server but I'll take it down later tonight and I'll post again if it changes anything.)

GPU: AMD Rx580. Driver 19.2.1.

Fortunately for you I have more debug information. When I run the game through console; it spits out some info:

Main.hx:105: OpenGL version: 4.6
Main.hx:106: Max texture size: 16384
Main.hx:107: Graphics vendor: 4.6.13547 Compatibility Profile Context 25.20.15017.1010
Shader.hx:122: Shader compilation error: program could not be validated.
Shader.hx:123: ▒

When it finally loads the main menu, it repeats the two shader.hx lines again.

When I click new game, a moment after it finishes fading to black the game crashes and outputs the line "Segmentation fault".

When I do this all through gdb, gdb spits out this:

Thread 113 received signal SIGSEGV, Segmentation fault.
[Switching to Thread 5428.0x1740]
0x0000002b in ?? ()
(gdb) bt
#0 0x0000002b in ?? ()
#1 0x0138a68c in ?? ()
Backtrace stopped: previous frame inner to this frame (corrupt stack?)

The fact that it jumps into a function that is mere 2b away from NULL makes me think some function pointer shenanigans fucked up. Since you're using C++, it could also be related to virtual object functions.

Could also be some plain corruption since the trace isn't particularly long.

One thing I find notable is the garbage you print in shader.hx:123. I've had similar issues with printing out shader info logs. The documentation of "GL_INFO_LOG_LENGTH" says "If shader has no information log, a value of 0 is returned.". Some GPU's return "0" log length if there is no log, whilst others return "1" and the log is a string consisting only of a NULL terminator.


e96a80  No.16441540

File: 1977890134cf4d5⋯.png (13.96 KB, 560x191, 560:191, phantom_path_logo_black.png)

Thanks for all the feedback. I made a new build with some fixes for the rendering issues and crashes that were reported. Please try the new version and let me know if it works.

New build (Win 64): https://mega.nz/#!ultSwSKa!Li9B31_aEzGrdjAZ92bDdgOiGe8pFMzq7u9z2Cg2Cr4

Zip password: puzzle


e86775  No.16441605

File: b2a9327f5281da5⋯.png (239.19 KB, 797x502, 797:502, 4u.png)

To the cool anon missing my shitty for you joke, you can actually type in chat and have it readable for me.

>>16441485

>>16438207

Game runs fine on my laptop. GPU: Nvidia GTX 860M.

A lot of the gameplay is spent walking around, rather than actually doing stuff.

>>16441540

This does run on my PC!

Still spits out shader errors, but it's more useful.

Shader.hx:122: Shader compilation error: program (forward-directional) could not be validated.
Shader.hx:123: K
Shader.hx:122: Shader compilation error: program (forward-particles) could not be validated.
Shader.hx:123: K


508bd9  No.16441619

File: 647271be9984af2⋯.png (1.04 MB, 2560x1440, 16:9, GAE4U.png)

>>16438267

>>16438198

Okay, so the default build crashed on connect, the debug one works fine. I say "fine", but it needs a lot of love. It's quite clearly in a really early stage of development, so I won't name things like the lack of audio and the bad animations. You already know about those.

>needs text chat really bad

If it's online, it needs some way to communicate. But you already wrote me that it's a GPU issue using blocks in game.

>the crosshair while using a firearm is basically invisible

>the movement feels a bit "floaty"

The pace is okay, but the it's low-gravity. The rough animations certainly don't help. Like when I dash with the rapier and the character just freezes at the end. It's not that immobilizing the character for a fraction of a second is wrong, but it needs an animation.

>combat amounts to button-mashing for now

>shotgun is OP in relation to the other weapons

Rifle is OP too, but not as much. In PVP no one would use close combat, because you'd get destroyed by being shotgunned in the face.

>for now the combat just looks like all it'll be is button mashing

>>16441605

>me cool

T-thanks, Anon.

Also, how dare you? I saw the 4U.


e86775  No.16441664

File: a5791d54039e7d1⋯.png (53.47 KB, 802x632, 401:316, so many settings.png)

>>16438207

When the window is small, menu's gain a ridiculous amount of pages. Roomy UI's look nice, but when it produces pic related it's just tedious bullshit.

If I modify the anti-aliasing settings, it also jumps back to the start of the graphics settings, which with a tiny window is a lot of pages back.

Camera auto-rotate doesn't occur when moving "backwards" / towards the camera. (S, A+S, D+S) The auto-rotate makes me want to play this with one hand, but the camera rotate malfunctioning during backtracking doesn't help.

>>16441619

thanks 4 review

A lot of the gameplay has been rushed together in the days leading up to demo day and it definitely shows through the points you listed.

>Also, how dare you? I saw the 4U.

I got mixed up.


508bd9  No.16441706

File: 4f6b119e1b9fad5⋯.png (18.9 KB, 1385x854, 1385:854, BadFont.png)

File: 505a20366fbdee9⋯.png (55.76 KB, 2559x1439, 2559:1439, AsymmetricPanning.png)

File: 0cb2436c647bf9d⋯.png (7.08 KB, 624x584, 78:73, SpawnBug.png)

>>16438201

Okay, here are my thoughts on the post-jam version:

>the font used in the menu is rubbish (or not set up correctly).

See pic 1. Sometimes one word looks like two and sometimes two words look like one. The spacing and alignment are all over the place which makes it hard to read.

>audio-visual style is good.

Theme checks out, but the levels could use a bit nicer textures.

>I don't like the camera movement

The camera's placement in relation to the player should be inverted. What I mean is you shouldn't see the least amount in the direction you're facing/moving. Alternatively you could pan the camera using the point of aim. That's what we're doing check out Alien Swarm for that (it's free).

>The camera panning doesn't take aspect ratio into account

On widescreen monitors you can see further horizontally than vertically (pic 2). So what happens is that on top of not seeing where I'm going very well, I can't see up/down particularly bad. This is bad design since ranged and fast enemies can mess you up before you even see them.

>You can buy the same upgrade multiple times

If I buy a pistol, it's possible that I can buy a pistol again next room. Since there is no weapon indicator, that's confusing since I might forget which weapon I bought some rooms ago. How about you exclude the current gear from being purchased again?

>I had a level spawn blood where it could not be reached (pic 3)

>You shouldn't be able to buy upgrades you can't afford

Since you'll die if you try, but there is no numerical value attached to your health bar, you'll have to guess whether you can afford it. If you can't, it's a game over

>The fact that ranged enemies can attack you from outside your view is annoying

Overall solid. Want to see you continue to work on it.


e86775  No.16441720

File: b551a8f562f2d6e⋯.png (19.14 KB, 642x512, 321:256, sigma.png)

>>16438439

It doesn't load the map on my PC (Win10). But it does load on my laptop (Win7)! Fudging with compatibility mode on my PC doesn't make it werk. Both games were run off of the same files on the same USB stick.

If I run it through console, then when I quit it spits out "CRT: unhandled exception (main) – terminating". When I toss it into gdb, it catches a segfault when I shut it down. This only occurs on my PC (Win10). Console is silent on my laptop (Win7). (Don't have gdb on laptop)

A hotkey that makes it let go of the mouse would be nice to have.


e86775  No.16441783

File: 092bf9da6d78a5f⋯.png (6.92 KB, 413x152, 413:152, dll.png)

>>16438763

Wont run on my PC. (Win10) Missing DLL issue.

Runs fine on my laptop. (Win7)

Whilst turning left or right is only possible when I reach the middle of a tile, I can actually invert my direction at any time! This allows me to do silly stuff like partially cut a tile's grass, whilst still having it "count".


2df84a  No.16441801

File: 998f7a2151914dc⋯.gif (3.41 MB, 480x270, 16:9, no one's around to help.gif)

>>16441783

Just download OpenAL, it's free and easy to acquire from the OpenAL site.


508bd9  No.16441823

YouTube embed. Click thumbnail to play.

>>16438207

Ohhhh boi. I've been waiting for this.

>Even more comfy than I hoped it would be

>Audio-visual design is top-notch

>Perfect music for the theme

>Pace is great

>Puzzles are neat

The only bug I saw is what >>16441278 already pointed out: butterflies fly backwards.

Currently it looks like you're going for a comfy casual puzzle game. To be clear: I don't think there's anything wrong with that. I get that impression due to the style, pace and how simple the puzzles are. Just for comparison: the Portal games would be more action-oriented puzzle games while Antichamber would be comfy but not casual.

The only two remarks I have outside of that are these:

I don't know whether you can afford a VA, but I really think that the right kind of narrator would double the comfiness levels of the game. I'm thinking about an old, smooth voice. The kind of quintessential grandpa reading you a story voice, if you know what I mean.

As impressive as it is, now I'm also kinda sad that it's a custom engine, because that makes it unreasonable for me to ask for VR support (I guess you'd have to have a headset too, so there's that). When I got myself a DK2 years ago, I played tons of tech-demos. One of them was a short third person platformer and it was amazing. See embed related. I'd love to play your game like that so bad now, Anon. :(

Anyway, keep up the great work!


e86775  No.16441830

>>16441801

I'm not telling him because I want the game to run on my PC. I'm telling him so he can fix his game to run on everyone's PC.


e96a80  No.16441860

>>16441823

Thanks!

VR support sounds like a good idea, and I'd like to do that one day, but I don't have a headset. Maybe at some point in the future.


eee2ea  No.16441876

>>16441720

>It doesn't load the map on my PC (Win10). But it does load on my laptop (Win7)!

That's strange but not impossible… it says it's not able to load the textures. Maybe something's wrong with my texture loading code? Does it work in OpenGL? (in data/default.cfg make sure r_renderer is 0) The problem here is my Vulkan API code is running into an error somewhere and I'm not sure where. There's a huge amount of places that it could fail… I think there's some compatibility problem with my Vulkan code and I just don't know what specifically it is.

It lets go of the mouse if you press "~" (this normally brings down the console, which is always down if the map fails to load)

It shouldn't be segfaulting on exit, either… I will have to look into that as well.


508bd9  No.16441885

File: 5d93e95730544a4⋯.png (3.84 MB, 2559x1439, 2559:1439, BigBar.png)

File: 75194e7f78c2ab2⋯.png (1.56 MB, 2559x1439, 2559:1439, DialogScale.png)

>>16438269

Looks like someone isn't compressing his textures properly.

>if I change directions (like going from W to S), the animations mess up

>if I move while rotating, the animations mess up even more

>the health bar is in world-space, rather than screen-space (see pic 1)

>the animation of the mystical cube of big gay are a bit wonky (it snaps to weird orientations)

>the scale of the dialog options is off (scrolling is also super slow in there, pic 2)

>why does A+LShift make me doge to the left, but there is no dodge to the right?

>you can still initiate conversations with robots you're in combat with

>the apartment complex pops in when you approach it

>you shouldn't collide with the remains of defeated robots (almost got suck inside a room)

>combat is a complete mess

>but so is the movement, so I guess it's consistent

>glad Bob Page found a new job

Work out the controls first, before you do any level work.


508bd9  No.16441916

File: ce31e42b96981cd⋯.png (410.44 KB, 990x446, 495:223, ClipboardImage.png)

File: 5aece15fbc1c47a⋯.png (48.62 KB, 466x655, 466:655, WhatDidTheyMeanByThis.png)

>>16441860

VR headsets are basically free nowadays. :^)

If you want to invest money into your project to make it better, I'd say VA>VR.


e86775  No.16441918

>>16441876

When set to OpenGL, it does work. No segfault occurs on exit either.

>It shouldn't be segfaulting on exit, either… I will have to look into that as well.

Unfortunately gdb doesn't give me a meaningful stacktrace, so I can't point you to where it happens. It only contains a single frame that, judging by the memory address, is located in an external library.


8361bb  No.16441930

File: 76135653b27ac24⋯.mp4 (9.64 MB, 1280x720, 16:9, 【Collaboration】Internation….mp4)

>>16441885

>>why does A+LShift make me doge to the left, but there is no dodge to the right?

does D+LShift not work?

>the apartment complex pops in when you approach it

yea, the 3 buildings are essentially 3 separate levels at the moment

the idea was that in the future there will be more than enough buildings to hide the popping in behind them

every other issue except for the movement maybe is definitely gonna be fixed at some point though

big gay cube was totally supposed to be that way though, vid related


338914  No.16441935

>>16441706

Nicely detailed feedback, anon. I honestly hadn't noticed the font issue before but that looks awful. We are looking into all of these points, especially the camera which a lot of people have complained about both here and elsewhere.


eee2ea  No.16441939

>>16441918

gdb won't give you a lot of meaningful information unless it's compiled in debug mode with gcc. I use pocc to compile on windows and I don't include debugging symbols in my releases, even if I did they would only work on the Pelles C Debugger…

It's definitely an issue with Vulkan, but what the problem is, I can't tell you easily. The only way to really find out is to install the LunarG Vulkan SDK and for me to give you a special executable that uses the VK_LAYER_LUNARG_standard_validation layer to give useful error messages about what Vulkan is doing that stops it from working on your card. However that SDK uses a bunch of space (a couple hundred megs). If you are still interested, I can send you an exe that is set up like this and a link to the SD.


e86775  No.16441966

>>16441939

>gdb won't give you a lot of meaningful information unless it's compiled in debug mode with gcc. I use pocc to compile on windows and I don't include debugging symbols in my releases, even if I did they would only work on the Pelles C Debugger…

No, the information gdb could spit out can definitely be useful to you.

Whether you compile with or without debug symbols has no effect on the actual code generated. As such, if gdb catches an exception and tells me on what address it occurs, then your debugger can translate that to roughly what line of code the offending instruction maps to.

The executables I've uploaded have their debug symbols stripped from them. I set up a signal handler which catches signals like segfault, and writes a stack-trace consisting of just memory addresses to the log file. If a user gives me this log file, I can use these addresses with my own executable that does contain debug symbols to produce an actual stack-trace with function names.


eee2ea  No.16441985

>>16441966

>if gdb catches an exception and tells me on what address it occurs, then your debugger can translate that to roughly what line of code the offending instruction maps to.

Does it really work that way? I thought that it just gave the memory address the code was loaded into as you executed it, not some kind of absolute address I can use in my debugger. What address did you get? Maybe I can test what line of code I see, that sounds interesting.


508bd9  No.16441987

File: d2170d474ed8b21⋯.png (90.46 KB, 1275x716, 1275:716, TooManyWords.png)

>>16438280

I remember this game, Anon! Played it on the 11/11 demo day. It was a surreal, confusing and hellish experience that ended in an infinite loop of death and rebirth in a surreal, confusing world.

>movement correction is really laggy

It looks like you're doing movement server-side. It should be done client-side with server-side verification. So the client detect that you can't move onto the water and just stop. In case of some fuckery (bug, network or cheating) the server should do the correction it's doing now.

I can move deep into territory I shouldn't be able to and the game corrects it late, so it looks like I'm walked backwards back onto the grass.

>the lag doesn't help the combat

Pigs bite me from a couple of meters away, if I try to run

>what is combat about?

Do I really just right click a couple of times and then wait for it to finish?

>Find a better way to do tutorials

See pic 1. Try to avoid such walls of text. Maybe a step-by-step guide once you need it for the first time. For example, the last paragraph can be shown once you place your first construction site.

>During "Burning Desire" it looked like you made it so that sticks don't respawn where you can see them. If so, what happens if multiple players are around?

If they're spread out, don't any sticks spawn?

The game feels rather unresponsive, but I don't know where the server is (I'm in Germany).

However, that being said, I like how I can actually play it now, unlike last time. Also did I understand this right? We made Zeus eat shit so he took our fire away?

Keep it up!


04386b  No.16441995

>>16438280

Just swinging by from the front page to tell you I really like the simple effect for water. It lets you show off depth and wet areas, but without having to have a shoreline graphic. Good stuff.


508bd9  No.16442017

>>16438439

Don't know what to say other than that it works. Good job. Any plans for games using that engine?


96e5eb  No.16442025

>>16441328

>Extremely unexpected to be an actual fun but basic game

Thanks anon

>but more or less reminds me of a phone game, the three stars, the lack of music, the odd aesthetics of the game and a bit of input lag in the movement, screams out phone game

It is a pretty shameless remake of a 2D phone game i used to play, so you hit the nail on the head. The visuals are really a fucking mess, but im not an artist and paying one would be out of scope for this small side project. I'll think about music though. Input shouldn't really lag overall, but turning is limited to tile centers like in pacman.

>>16441783

>OpenAL dll

Thank you for the information, i wouldn't have thought of this indeed.

>Whilst turning left or right is only possible when I reach the middle of a tile, I can actually invert my direction at any time! This allows me to do silly stuff like partially cut a tile's grass, whilst still having it "count".

Good point. The instant turnaround is important gameplay-wise, but the grass shouldn't linger around in this half-mowed state. I think i'll have it magically disappear from a tile once it is counted, and the player left it.


e86775  No.16442033

>>16441985

Read dis https://spin.atomicobject.com/2013/01/13/exceptions-stack-traces-c/

>What address did you get? Maybe I can test what line of code I see, that sounds interesting.

I got a few different ones residing in library space, meaning they're completely useless to you.

First I got a few on 0x00007ff7bb28ef23 and a later few attempts I got 0x00007ff70caaef23.

Addresses of your own application generally start on 0x00400000. In fact, the crash bug that was plaguing my first release spits out this debug log:

backtrace: addr2line -f -p -e game.exe 0000000000440F7D
backtrace: addr2line -f -p -e game.exe 00000000004015BB
backtrace: addr2line -f -p -e game.exe 0000000000473BBC
backtrace: addr2line -f -p -e game.exe 00007FF9343B8068
backtrace: addr2line -f -p -e game.exe 00007FF934CC46AF
backtrace: addr2line -f -p -e game.exe 00007FF934C24BEF
backtrace: addr2line -f -p -e game.exe 00007FF934CC341E
backtrace: addr2line -f -p -e game.exe 0000000000430195
backtrace: addr2line -f -p -e game.exe 0000000000431226
backtrace: addr2line -f -p -e game.exe 0000000000403287
backtrace: addr2line -f -p -e game.exe 00000000004057B6
backtrace: addr2line -f -p -e game.exe 0000000000401863
backtrace: addr2line -f -p -e game.exe 00000000004745FC
backtrace: addr2line -f -p -e game.exe 00000000004013A5
backtrace: addr2line -f -p -e game.exe 000000000040150B
backtrace: addr2line -f -p -e game.exe 00007FF934677974
backtrace: addr2line -f -p -e game.exe 00007FF934C8A271

At 430195 the actual segfault occurs, the 4 library frames above that is standard/mingw/msys libraries dealing with the signal, and 473BBC above that is my signal handler.

>>16441939

>The only way to really find out is to install the LunarG Vulkan SDK and for me to give you a special executable that uses the VK_LAYER_LUNARG_standard_validation layer to give useful error messages about what Vulkan is doing that stops it from working on your card. However that SDK uses a bunch of space (a couple hundred megs). If you are still interested, I can send you an exe that is set up like this and a link to the SD.

ye sure lets do it, point me to what I need. I want to get around to fucking with Vulkan eventually anyway.

I wont do it till tomorrow though because I have to host muh server. But since you're wasting your time building a Windows 2000 compatible engine that supports Vulkan I don't think that'll be an issue. :^)


508bd9  No.16442109

File: e3b1b451bd11915⋯.webm (2.8 MB, 1136x640, 71:40, AS_Aiming.webm)

File: 8359d24d415d9af⋯.webm (3.47 MB, 1136x640, 71:40, AS_Running.webm)

>>16441935

See vids related (Alien Swarm). I think it would be a perfect fit for your kind of game. It's also quite easy to implement.

>>16441930

>does D+LShift not work?

No, it doesn't on my end. Nothing happens.

>big gay cube was totally supposed to be that way though, vid related

I guessed that you were going for something like that, but I think yours looks off. It doesn't look like it's glitched, just poorly done. Don't know what it is though.


508bd9  No.16442286

File: 57182e376adb707⋯.png (2.93 MB, 2559x720, 853:240, Performance.png)

File: 4fddb5718cd0883⋯.png (1 MB, 1280x720, 16:9, Ambient.png)

File: b6331e214f9f2c4⋯.png (1.04 MB, 1280x720, 16:9, HoleFuckery.png)

File: f484743437ec299⋯.webm (688.19 KB, 1066x600, 533:300, CameraIssues.webm)

>>16438451

Let's see …

Big stuff:

>performance goes down really bad when looking in the wrong direction

Probably your pretty grass (pic 1: left good, right bad).

>camera detection inside buildings is unreliable

Sometimes the camera stays outside (see vid).

>the fuck is wrong with those windows?

See pic 3. When I rotate my camera all the textures stretch, shift and pan. Are you using some shader fuckery rather than actually modeling those holes, Anon? You wouldn't do something so stupid, right?

Minor stuff:

>you need a sprinting animation

Just speeding up the running animation looks stupid.

>no swimming animation

>ambient sounds are a bit wonky

See pic 2. When I stand there and rotate the camera (while playing with headphones) the waves change from one ear to the other. That would be fine for a small sound source, but the waves are a huge ambient sound source and the sound envelops you. I don't know whether you can fix this in Unity, because we use fmod Studio instead of Unity's built-in audio solution. There you can set the size of a sound. It's a small thing, but I mention everything I run across in the demos.

>missing sounds (e.g. footsteps)

I tried to make pudding for Elly. While I ultimately failed, I did manage to set the kitchen sink on fire. So that's something at least.


c6a3e3  No.16442309

>>16441860

this >>16441916 but unironically.

Just ask any ol' company that does vr for a devkit and you'll be set.

All you really need to do is provide proof you're going to use it for development aside from that it's ez pz pickins.

Why do you think there is so many shitty unity vr games? They don't do much original but they're basically made just to jew out a free headset.


e86775  No.16442331

File: 00ecb999d957eb8⋯.png (13.64 KB, 1920x1080, 16:9, thank you for making.png)

File: 593447392ae38ca⋯.png (112.09 KB, 1920x1080, 16:9, fonziwhy.png)

File: 2b75de9fe9b7552⋯.png (71.49 KB, 1920x1080, 16:9, fonziladder.png)

>>16439288

Well shit, this is actually pretty good.

As >>16441328 mentions though, platformers are kinda out of style. But the quality is definitely there. It's at the level where you'd get plenty of positive reviews on Steam for it too. With a graphics/audio overhaul, some polish and enough content to fill a few hours, you'd probably be able to charge a couple bucks for it and get overall positive reception. The only issue that remains is, again, these kind of games are out of style.

I am not a fan of the slow horizontal movement, but you've designed your game well enough around it so I can't really complain about it.

The slugs / lasergun / hat /spacechem give me commander keen vibes. The music is a pretty comfy fit too.

Overall extremely solid level/encounter design that makes the game play very well. Every little situation feels unique for the most part. The only thing that feels slightly repetitive is slipping under spikes, but I know god damn well I need that practice for later sections involving those spikes whilst being barraged with other shit.

Some more nitpicky criticism:

You can't really tell where your checkpoints are until you actually die and use them.

The situation in pic2 feels cheesy. You have to jump down blind between the flames.

Ladders feel pretty iffy. The ladder in pic3 feels like its placed purely to fuck me over too.

In order to get off of a ladder, you have to press jump. I'd prefer it if I could just press left or right to get off the ladder. Especially considering press jump doesn't actually make you jump off the ladder, it just drops you.

Another annoyance with ladders is that if you grab on to them from as close to the side as possible, and if there's a solid block above you, you wont be able to climb up. The lava level had a section where this happened in particular. If left/right wont let me let go of ladders, why can't I use them to move on horizontally on the ladder?

>>16442309

>Just ask any ol' company that does vr for a devkit and you'll be set.

If only it was that easy. But if you can't justify forking over a grand for a devkit, then your game wont be big enough for them to fork over that grand for you.


e86775  No.16442332

>>16442331

>spacechem

spaceship


e86775  No.16442350

YouTube embed. Click thumbnail to play.

>>16439288

>>16442331

Oh and I forgot the most important part; the camera needs fukin' polish. Don't anchor the camera to the player character. Ideally you want to make the camera look in the direction the player wants to see. Take some notes from embed.


508bd9  No.16442364

>>16438763

WHAT IS IT WITH /AGDG/ AND GRASS SHADERS?

Jesus Christ.

Comfy game, Anon.

Can't say much more about it, because it is exactly what you advertise and it worked perfectly fine here.


04386b  No.16442376

>>16442364

>WHAT IS IT WITH /AGDG/ AND GRASS SHADERS?

I'm guessing that it's something that's immediately easy to fuck around with and visible, you can do a bunch of shit with it, and it's very scaleable, so you know whether you're going to tank performance with it, and there's a lot of enginefags around so that's kind of a thing for them


c6a3e3  No.16442387

>>16442364

Grass is easy to test with, that and it looks smooth as fuck when you get it down right.

also cutting grass gets my dick wet


96e5eb  No.16442393

File: a7c57fe048f9446⋯.png (68.52 KB, 286x268, 143:134, upload_2017-4-26_12-32-18.png)

>>16442364

>>16442376

Thank you anon. Can confirm, enginefaggotry was the reason for me, plus needing grass that looks reasonably good when seen from above, where the usual solutions like pic related fall apart. I also wanted to experiment with compute shaders which are responsible for the mowing part.


e86775  No.16442463

>>16438198

I'm taking my serb down now.

Many thanks to all the people that dropped in, even if it was only for a few seconds.

>>16441985

>I thought that it just gave the memory address the code was loaded into as you executed it, not some kind of absolute address I can use in my debugger.

I figured I should clarify here that unless you do stuff like turn on this https://en.wikipedia.org/wiki/Address_space_layout_randomization the memory addresses code gets loaded into is always the same.

In fact, when you look at cheating tools, they do just that. Cheat Engine's Cheat Tables most often contain either constant addresses, addresses derived from a pointer at a constant address, or scripts that modify game code at a constant address.


128ffa  No.16442482

>>16438207

Cool. A bit dull, but it was enjoyable.

>>16438763

I can't run it. It just pops a comand line and then "stops working".


96e5eb  No.16442489

>>16442482

What is your GPU?


508bd9  No.16442500

>>16439288

Played it for a bit (finished 3 levels). I stopped, because I'm not a platformer guy and there's only so much time I'm going to spend playing something I don't really get all that much enjoyment out of.

I'm the wrong person to judge this genre. For example, I really don't like spikes that insta-kill you, if you walk into them.


508bd9  No.16442543

>>16442500

>>16439288

Shit, now I feel bad for being lazy and writing so little. I opened up the game another time, finished level 4 and started 5. Mistake, because now I still haven't played much, but I'm also pissed off.

One thing I can say though is that the graphics are a bit … much. Lime-green & pink on solid blue isn't exactly a pleasing color combination.


508bd9  No.16442556

>>16439308

>>16439356

At least tell us what you're working on.


2db7a6  No.16442564

File: f3b8020b5380340⋯.png (23.58 KB, 691x631, 691:631, tutSpawnPoints.png)

File: 5fbdda2ba9d3304⋯.png (15.18 KB, 881x101, 881:101, tutSpawnPointsXML.png)

>>16441987

>movement correction is really laggy

The change since 11/11 that makes the game playable is that I was doing server-only movement before. Movement is now instant on client with server verification. This necessitated adding collision detection to the client, and that work is unfinished; it's there for objects but not yet for terrain. That's why you can move into mountains/water and get bounced back. Terrain is actually more complicated in this game (because there are buffs and vehicles that can change which terrain you're allowed to traverse), and I simply haven't gotten around to it yet.

>Pigs bite me from a couple of meters away, if I try to run

It's been a problem ever since I added client-side movement. I think a simple first step is slowing mobs down so they don't get to you so quickly, but I'll need to come up with a plan if that isn't enough.

>Do I really just right click a couple of times and then wait for it to finish?

Right now, for the first few levels, yes. It will be fixed. I need to put some time aside to brainstorm some new abilities for each class.

>Try to avoid such walls of text

Construction is something novel this game brings to MMOs, and so there's no established control scheme or UI for me to copy. I absolutely agree with you—I originally had three times as many help pages and they were all longer than this. It sucked. I wanted to make the tutorial "show, not tell" as much as possible, and I've obviously failed here. I'll try to improve it.

>it looked like you made it so that sticks don't respawn where you can see them

Objects spawn in areas. In this case, there's one large area that covers the whole forest and includes all sticks and boars (pics related). Once you pick up a stick, a new one will respawn somewhere in the area after one minute. Reducing that respawn time (possibly to 0) would make it more resilitne to many players at once. Spawn areas in the real game (after the tutorial) are smaller, and so fast respawns would make gathering too easy, but for the tutorial I guess there's no reason not to make it instant.

>I don't know where the server is

Australia.

And yes, regarding Zeus, that's basically how it happened. It was actually bones rather than entrails, but entrails works better in my game's economy so I took some poetic license.

Thank you very much for the feedback! I'm glad someone from six months ago finally got to play the thing.


41d862  No.16442576

>>16438207

Thanks for fixing it, it's pretty good.

I somewhat agree with >>16441823 a VA would be great in a game like this, however I think a calm and smooth female voice would be a better choice, like if it was your mother reading a bedtime story, also you must always be able to skip the intro text or any other future cutscene you might add to your game.

Preference wise I would rather have full control over the camera and a way to travel to specific point in the same level so that I don't have to go back and forth a gorillion times.


508bd9  No.16442603

File: 7f92b19acc8e84d⋯.png (52.02 KB, 962x590, 481:295, 11-11-18.png)

File: 2accea36d5501f6⋯.png (30.42 KB, 953x613, 953:613, 02-02-19.png)

>>16442564

What would happen if I connected with the old client? I still have all the demos from the last two demo days (that's when I decided that each demo day I would take an entire day and play every demo to give the devs as much feedback as I can).

I just realized I still have to play >>16438204. But since that's going to take 2-3 hours, I'll have to do this tomorrow.


2db7a6  No.16442618

>>16442603

>What would happen if I connected with the old client?

It would do a version check and not let you connect.


508bd9  No.16442622

>>16442618

It was worth a try.


2db7a6  No.16442706

File: 951086ace3fec4e⋯.png (4.45 KB, 117x197, 117:197, grug.png)

>>16442618

And on that note, I've just updated the game to fix some issues found over the last couple of days, and to add some Grugposting to guide the player towards the first rare resource after the tutorial. So you'll need to download the new client.

>I really like the simple effect for water

Thank you! I can't draw, and manually creating shore tiles would have been a pain, so simple is best.


128ffa  No.16442817


96e5eb  No.16442838

>>16442817

Is it very old? The game requires OpenGL 4.5


180eb2  No.16442903

>>16442817

check dxdiag for the GPU name. go to "run" on your windows desktop and type "dxdiag".


eee2ea  No.16442926

>>16442033

You can get the Vulkan SDK here:

https://vulkan.lunarg.com/

And here's my executable:

https://mega.nz/#!4AxXRKAJ!Y2hvgs4v3mx0eR7F_5NvVaQ5kEnFspqzrRo-UxkZ_dM

Hopefully this can solve the issue.

>>16442463

Yeah, ASLR is why I did not think this would work. I see.


cdbdf6  No.16442957

>>16442286

We dd change the shaders recently, we are moving away from UBERshader because its too heavy, it fucked up more materials than you think

We didn't touch the indoors camera yet, we are going to hide the upper floors/roof and have the camera follow Adam better, but only after we finish some of the core gameplay mechanics like cooking, farming and fishing

The animations will be improved later when we add swimming

The sounds are not dynamic yet, they are also might be in the wrong place because we changed the map and i forgot to check if the sound objects are still in the right places, probably not…


97b7eb  No.16443009

>>16441328

I didn't think the camera looked that bad (at least on my monitor), but I could have implemented it differently, yeah.

>>16442331

>I am not a fan of the slow horizontal movement, but you've designed your game well enough around it so I can't really complain about it.

Horizontal speed is 1 pixel/frame, which is a bit slow, but I designed the levels around it to compensate like you said. But I agree, I think choosing 1.5 and then designing around that would have been better.

>The slugs / lasergun / hat /spacechem give me commander keen vibes

As I mentioned in my text file, this is the 4th game in the series. When I made the first 3, I was playing a lot of Commander Keen 4, so that definitely had some influence. In fact my other games had candy you could get for points as well as finite and collectible ammo for the laser gun.

>The only thing that feels slightly repetitive is slipping under spikes

I was considering removing those situations altogether but didn't, sadly.

>You can't really tell where your checkpoints are until you actually die and use them.

True. This is because I didn't want to litter the maps with visible checkpoints or only have so few that the player has to keep replaying the same parts. It could have been implemented better, though, like not having Fonzi die after one hit.

>The situation in pic2 feels cheesy. You have to jump down blind between the flames.

It's intended for the player to jump down to where the 1 flame is and then jump back up, keeping in mind roughly where the 2 flames will be when they jump down. If they don't get hit, worst case scenario is they have to jump over the flames against the right wall before proceeding.

>The ladder in pic3 feels like its placed purely to fuck me over too.

It is, actually. You're supposed to ignore it completely and just jump instead. There's actually more of this kind of stuff I thought up while making this but I always ended up toning it down or omitting it. Ladders in general could have been done way better, though.

>Ideally you want to make the camera look in the direction the player wants to see

I thought there was enough room around the character but I get that there are better ways of handling the camera. Thanks for the feedback.

>>16442543

>I really don't like spikes that insta-kill you, if you walk into them.

This is a fair point.

>One thing I can say though is that the graphics are a bit … much. Lime-green & pink on solid blue isn't exactly a pleasing color combination.

I made this game mostly for myself for practice, but this is true, some levels are not too nice to look at.

>I opened up the game another time, finished level 4 and started 5. Mistake, because now I still haven't played much, but I'm also pissed off.

Sorry, anon. Thanks for trying it out.


ff2e58  No.16443799

File: a390d09d0e31e73⋯.jpg (150.37 KB, 1000x700, 10:7, image unrelated.jpg)

I got a question

can you combine the gameplay of borderlands and bioshock? if so what are the steps to improve it like the game mechanics and concepts?


6e2931  No.16443877

>>16443799

Class system.

The special currency that buys certain features rather than plasmids, while XP can be used to upgrade those class features, or buy class features that provide bonuses to existing skills rather than new skills.

Tough Enemies guard sources of this special currency.

Second wind mechanic.

Procedural generation to create guns with a wide range of stats and differing levels of rareness.

Procedural generation for enemies and their moves.

Stealth.

Money used to buy ammo and new firearms.

The player can scan an enemy to increase damage against it and it's type.

Co-Op.


d297c5  No.16444129

>>16443799

Why are you combining the gameplay of two games with shit gameplay?


e86775  No.16444135

>>16443799

You can combine anything with anything. That doesn't mean it'll be any good.


de7149  No.16444145

>>16443799

>can you combine the gameplay of borderlands and bioshock?

I don't understand the question, Borderlands and Bioshock already share many similarities for being made in Unreal. Combining them isn't going to magically shit out gold.


ff2e58  No.16444149

File: c8a9d21160c195d⋯.png (382.95 KB, 640x383, 640:383, 0es24rbafuk21.png)

>>16443877

Thanks for the insight I needed


6e2931  No.16444231

>>16444149

Your welcome.

No grantee it will give you a good game though. The devil is in the details, and what I listed were just broad strokes. Look into System Shock 1 and 2 to broaden your horizons when it comes to FPS RPG's. The "X with Y" is stereotypical idea guy and tells me you don't really know what you're talking about. "X but with Y" is what you pitch to someone in an elevator, it's not something you design a good game around.

Pick 4 or 5 core design pillars and stick with those, rather than trying to make it too much like some other games. For example RPG is one pillar, limited scope procedural generation is a second. "Second wind mechanic" is not a pillar, but "keep the player in the action" is a design pillar that could contain a second wind mechanic. Design pillars keeps your game focused.


e86775  No.16444267

File: fc031b620808c6e⋯.png (2.8 MB, 1920x1080, 16:9, stuck.png)

>>16439172

Movement is complete ass, massive delay, have to hold buttons (can't even tap for tiny steps). If I press forward whilst standing against a doorframe it sometimes starts to zigzag in front of a door. Don't tell me you're just making the entity pathfind every x sec towards the direction pressed. Because it sure feels like it.

Directions W+D and A+S have animation mess-up.

Dodge is also complete ass. Why do I have to press&hold shift and then press A or D? Why can't I hold A (as part of movement) and then press shift to dodge? At the start of the game I didn't even think there was a dodge because of how unresponsive it was.

Oh and I got stuck in the level geometry. Pic related. I tried to walk onto the railing and ended up stuck inside of it.

>>16441930

>except for the movement maybe

Literally the most important thing to fix.


e86775  No.16444293

File: 3bc26707a7a6634⋯.png (12.71 KB, 412x263, 412:263, vulkanvalidationerr.png)

>>16442926

Here's the error it spits out.

Given that it's an allocation error, it's safe to say that the later segfault stems from memory corruption.


eee2ea  No.16444336

>>16444293

So that's it, that tells me quite a lot! You can probably tell, the way my image allocator works is that it allocates in blocks of 128 samplers and just assumes the desc pool has enough. I'll have to think about how to get around this limitation, i'm not sure yet what I will have to do to change it.


508bd9  No.16444410

File: 49244ffe5ff85bb⋯.png (2.68 KB, 621x450, 69:50, Annoying.png)

File: a26ec7346b3e907⋯.png (2.27 KB, 621x450, 69:50, HitBox.png)

>>16439288

>>16443009

Went back to finish it. Didn't want your game to defeat me. Pic 1 are the most frustrating jumps imo, because of how the spikes kill you if you touch them.

Pic 2 is how I'd do the hitboxes. The green part just blocks you while the red part kills you, but only if you fall onto it. So if you stand next to the spikes and jump through the red part, passing from the bottom, it's inactive.


508bd9  No.16444553

File: c27d818edafda09⋯.png (13.54 KB, 528x117, 176:39, ProofreadThisAnon.png)

File: 2284bdb9e456f0b⋯.png (2.24 KB, 304x328, 38:41, IsThisBenKuchera.png)

File: 0052a93d72c16c0⋯.png (22.5 KB, 634x407, 634:407, Stuck.png)

File: b194c4df23928bd⋯.png (6.02 KB, 637x395, 637:395, PizzaError.png)

>>16438204

Played this last demo day too. First thing I noticed is that that game is huge. ~350 MB, making it the second biggest game (after lawnmowing simulator). How do you guys manage that. Do you guys not know compression?

Anyway …

>Needs to be proofread

Pic 1 is literally during the opening sequence.

>When I type in my name, why is insert delete?

>Managed to get stuck (pic 3)

>Game crashes while I beat up that fat pizza guy (pic 4)

>Won some fights and got stuck again REEEEEEEEEEEEEEEEEEE

Overall I can repeat what I said last demo day: Not my kind of game. This time around I got farther though.


824eb2  No.16444611

>>16440723

I always enjoy seeing the progression of this game.


e86775  No.16444740

File: 4b32bde9248fc9a⋯.png (1009.09 KB, 1024x768, 4:3, ClipboardImage.png)

>>16438439

Tried to run in Linux (Kubuntu) but failed due to missing library file "libwebp.so.7". My package manager only supplies libwebp6, and not the libwebp7 your game wants.

>>16438451

Linux still broke the same way as last time. No grass. Weird reflections at certain angles.


170836  No.16444796

If you're distributing binaries for Linux please statically compile them, else problems like >>16444740 will abound. This can be done by passing the -static flag to GCC. Else check the documentation for the language you're using. This way the program should be self contained and not rely on system libraries.

Distributing source code is always best of course.


9d06d5  No.16444943

>>16438207

Could see this being sold on Switch or whatever for $19 (not that I'd pay) but good effort


8361bb  No.16445164

File: 497d7d8d64f8d03⋯.jpg (31.02 KB, 540x876, 45:73, 497d7d8d64f8d0336f1d58a959….jpg)

>>16444267

>Don't tell me you're just making the entity pathfind every x sec towards the direction pressed. Because it sure feels like it.

n-no..

i probably just need to make the dodging double tap at some point


9474f9  No.16445699

>>16438280

Nice! This looks like my kind of game.

>>16439288

>>16442331

Platformers will never go out of style faggot


a06bfc  No.16445865

File: 2a76af69749269f⋯.png (60.18 KB, 1260x680, 63:34, youcanblowupGcorpwithmagic….png)

>>16444553

Yeah I don't know compression actually… One problem is I just loaded it up with a bunch of mp3 files and art and maps that I never used that were planned to be used in later game segments. Ugh, so many bugs and typos even after getting 3 beta-testers to play through it and fixing what they found. 700 dev hours for a 3 hr game and it's still shit… I don't know how you guys do it.

Anyway, thanks again for playing man even when you knew it wasn't your type of game. I'm ceasing production on this and working on a completely different game now so hopefully you'll dig that a little more come 8/8.

Also for anyone who cares: http://memewar.io is still up from 6 months ago.


0403cd  No.16445926

>>16438207

Pretty comfy, I met spooky nigger gondola only once, even after trying to wait for him to appear again.

The only issue I had was being unable to move the mouse on menu screens, it would just stay snapped to the middle of the screen and not move.

Also the camera could use some work half the time I tried to force it to look one way it would it would get caught on walls and not move.


0403cd  No.16445947

>>16438439

Looking good, Disabling the fps cap gave me on average 3900 fps, on a stock 2700x with a gtx760.


eee2ea  No.16445971

>>16444740

>libwebp is being dynamically linked

I guess I should look into how to make gcc statically link that, I didn't even know.

>>16445947

Pretty nice! On my gtx760 I can get 5400 FPS in Vulkan and 11000 FPS in OpenGL. GL is actually faster at this task because the drivers are more optimized for it and at this point I can't really take advantage of Vulkan's optimization opportunities.


508bd9  No.16446073

>>16445865

Post progress then.

You aren't a crossposter who only comes here on demo day, are you?

Oh and I consider to keep playing it. It looks like something I can get through bit by bit. Will post about it in the following /agdg/ threads.


a06bfc  No.16446284

File: 665f8b5d64a2bde⋯.png (4.11 KB, 384x192, 2:1, faces.png)

>>16446073

I lurk /v/ almost every day (never /agdg/ tho) but I only post my games on demo day. I also occasionally use lainchan and 420chan so I have crossposted my games there in the past. I don't really get the point of posting progress and I don't enjoy shilling. It's not like I need encouragement along the way and there are video tutorials or archived forum posts for just about any problem you could run into. I understand /agdg/ is like a community too, but is it really that surprising to find a loner in a place like this?


97b7eb  No.16446784

>>16444410

This is reasonable. If I ever revisit this or put spikes in a new game, I'll consider it, thanks.


508bd9  No.16447368

>>16446284

The point of posting progress is that you get early feedback, which is useful because you might be about to waste a lot of time on an idea that was stupid to begin with. What's in it for us is that we get some insights into what is being worked on, which we are obviously interested in.

It's also not "shilling". Shilling is specifically when you promote a product you are affiliated with in some way, while pretending you're not.


8361bb  No.16448175

>>16444267

alright, i'm still recalculating the movement path per tick, but it's at 0.2 seconds instead of 0.5, which more or less fixes the locomotion animations while you're turning and the zigzag thing

level geometry has been changed and hopefully there shouldn't be any dead zones, if there are then the level needs to be changed, not the movement

dodging is via doubletapping A/D to avoid confusion

and you shouldn't be able to collide with dead characters

uploaded if anyone still wants to test anything

https://drive.google.com/open?id=1r9hm7Ry6NMdHdBwWZGCg5Tru_qL1HYrz


a06bfc  No.16448197

File: 81de8a5ac758eb6⋯.png (2.09 KB, 200x300, 2:3, image3.png)

>>16447368

Then I guess I don't like promoting my own stuff. Don't get me wrong, I am proud of what I make and *I* still like it, but because I don't have much interest in other people's stuff, I feel guilty begging people to beta-test for me or promoting my own work. Unless it's demo day.

"nb"


180eb2  No.16448352

>>16443799

It's not the ideas, it's the execution


e86775  No.16448369

>>16448175

>alright, i'm still recalculating the movement path per tick, but it's at 0.2 seconds instead of 0.5

I fucking knew it.

>dodging is via doubletapping A/D to avoid confusion

The dodging wasn't confusing because it was on a separate key. It's because it's weirdly mapped to a combination of keys.

Normally pressing the dodge key conveys that you want to dodge at that point. But for some reason, your game doesn't do that, and requires holding down the dodge key and then specifying a direction.


974906  No.16448426

>>16448369

>Normally pressing the dodge key conveys that you want to dodge at that point. But for some reason, your game doesn't do that, and requires holding down the dodge key and then specifying a direction.

Pretty sure the "normal" use in this scenario is

>press dodge without direction

<do a backstep

>press dodge while moving

<dodgeroll in that direction

<or sidestep if locked on maybe


508bd9  No.16448702

>>16448175

Much better, but still far from good. Anon, the movement is the one thing you absolutely have to nail. It doesn't matter how good the rest of the game is. If the movement is that janky, it will ruin everything else.


ae5aeb  No.16448820

File: 484b44241182011⋯.jpg (2.04 MB, 4608x2112, 24:11, IMG_20190508_191718.jpg)

>>16438187

Keep up the good work


553307  No.16448870

File: f57e0b3b81d4aca⋯.jpg (104.67 KB, 603x452, 603:452, MGO1 2.jpg)

File: 3325dbca00b7f54⋯.jpg (81.88 KB, 644x484, 161:121, MGO1.jpg)

File: af58582bac642a4⋯.jpg (52.16 KB, 620x465, 4:3, MGO1 3.jpg)

Which engine do I use for an MGO clone?


cdbdf6  No.16448871

>>16448870

Unity

Please don't use this thread for that

Please don't use any thread for that


fc1159  No.16448873

>>16448870

FOX Engine


6e2931  No.16449045

>>16448870

Sigma II


60ad15  No.16450006

>>16448870

>he wants to remake MGO

Godspeed, anon.


553307  No.16450386

File: 62f2fcc9a49beaa⋯.jpg (65.31 KB, 469x610, 469:610, MGS2 model extractor.jpg)

>>16448871

Im just really conflicted on what to use, everyone hates on >unity and everyone hates on UE4 for being chink shit, I just want to know where i can make my illegal fan games as quick as possible without getting shut down, a good way through making assets for a fan game of a different series I wondered how the fuck am I going to code/make this without being sued, found out or worse.

>check the map asset as I might finish it off just in case

>2nd floor is missing

anyway I can check previous versions of a file in blender?

>>16450006

>remaking MGO

Not really, Im just gonna make an MGO out of MGS2/Twin snakes assets with similar gameplay to MGO1, I hate remakes and a remake of the game would take ages to come out even though its only multiplayer on a few maps with a few weapons


420b7d  No.16450409

>>16438207

No graphical glitches on the menu screen for me, but crashes as soon as I click New Game or try to continue. I'm using a Radeon RX Vega 64. Console output:


Main.hx:72: Enter, YUME!
Main.hx:77: DEMO
Main.hx:105: OpenGL version: 4.6
Main.hx:106: Max texture size: 16384
Main.hx:107: Graphics vendor: 4.6.13543 Compatibility Profile Context 25.20.15003.5010
Shader.hx:122: Shader compilation error: program could not be validated.
Shader.hx:123: ½
Shader.hx:122: Shader compilation error: program could not be validated.
Shader.hx:123: ½


1b1524  No.16450658

File: 87d3c4ae3fe0c91⋯.mp4 (11.94 MB, 852x480, 71:40, mercy_mercy.mp4)

>>16438201

This was downright therapeutic, when cakewalking it particularly so.


a881fb  No.16451858

File: 46912f3b27eb602⋯.jpg (69.64 KB, 473x295, 473:295, rage.jpg)

MARK WHAT THE FUCK DID YOU DO???


429167  No.16451883

File: 2f6c0a59867d286⋯.png (478.22 KB, 1906x1062, 953:531, mark.png)

>>16451858

Are you surprised? I'm not.


a881fb  No.16451895

>>16451883

Actually, the interface was momentarily like that on /b/ too. Clicking on the "New Thread/New Reply" box aside from the button or the text box itself brought you to /x/. This isn't Mark. Its the Pig Farmers idea of le epic prank


7621e2  No.16451905

File: 3141211febf5505⋯.jpeg (18.26 KB, 337x350, 337:350, 314.jpeg)

>>16451895

Don't think it was Jimbo. Looked more like somebody fucked up and forgot to close their <a> tag or something, so everything up to the next hyperlink became a link to /x/. Probably Codemonkey's fuckup. That's why you test before you deploy.


a881fb  No.16451919

>>16451905

Yeah that's most likely it. I just realized /x/ is this weeks attention hungry games winner so Chodemonkey must've fucked up when updating the link


429167  No.16451936

>>16451919

Maybe he's having a giggle and redirects all the alphabet niggers to /x/.


26ebb5  No.16453303

>>16450658

I feel ashamed that my game is so easy. I've been working on redoing level generation from scrap but after that we are completely overhauling enemies and weapons. Thanks for playing anon!


ff2e58  No.16453793

>>16453303

there no shame of having an easy game, games like those are enjoyable at best and has the best chance at replayability


612780  No.16453949

>>16451883

>>16451895

>>16451905

It happens when codemankey fucks up the announcement HTML, it's happened a few times in the past.


499856  No.16454437

Heads up, I'm gonna unsticky the thread in six hours. I can't keep it stickied forever. Thank you to everyone who submitted their demos and I look forward to seeing your projects come to fruition.


1a9294  No.16454507

File: 401fbdf164a67ab⋯.png (269.21 KB, 514x560, 257:280, Hanekawa.png)

One of these days more anons are going to be just as sucessful as the risk of rain devs.

You can do it anon I believe in you!


612780  No.16456084

File: 6327cd514c8bed9⋯.jpg (756.41 KB, 1920x1080, 16:9, 6327cd514c8bed9ce7fc2d359a….jpg)

>>16454507

It's going to be me, just watch.


5224a2  No.16456280

>>16454507

Thanks anon, that genuinely cheered me up.


2d4b36  No.16458968

File: 684947c06049ff8⋯.webm (7.67 MB, 352x288, 11:9, demoday.webm)

Demoday!




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