8dbf0a No.16828348[Last 50 Posts]
Body of post field:
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/34225
____________________________
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8dbf0a No.16828350
>>16828348
Late devs reply to this post, so anons can see your demo.
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f3f2da No.16828352
Damn it I'm probably going to be late for demo day. I only got back on the horse a couple weeks ago and didn't know it was today.
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d766d7 No.16828354
>>16828352
post what you got my dude
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16e5af No.16828355
is python an okay language for a codelet
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f3f2da No.16828356
>>16828354
Yeah I'll throw it into something a bit more presentable and post it later.
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f3f2da No.16828357
>>16828355
Ask in the actual agdg thread.
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36e631 No.16828366
Don't forger to include your Bitcoin address with your demo post if you want a 10$ or 15$ reward. More info:
>>16810509
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5c4889 No.16828373
>>16828366
>paying money for a demo
EARLIEST ACCESS
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ecb486 No.16828380
>>16828350
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
>Unlock new tech through crafting and construction
>Use vehicles to cross rivers or move goods
>A mix of history and mythology
Progress since the last demo day:
- The map must now be revealed through exploration
- Tooltips now show unlock chances and container contents
- Tamable dogs were added, which then attack your enemies
- Items and objects take durability damage and can be repaired
- Customizable hotbar
- Class quests and buildings
- Roads
- Better tools make crafting/gathering faster
- Game can be muted with "-mute" on the command line (since sound is sparse and players might want to just listen to music in the background)
Download client: http://hellas.timgurto.com/client.zip
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a0c0b8 No.16828384
>>16828348
Huh, it's time already?
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1b5b71 No.16828388
>>16828350
Here's my sadistic shmup, Nightmare World.
The stage is short. I've been working on the engine instead.
More info: http://155.138.162.123/
Download: http://155.138.162.123/shmup_demo_v6.7z
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43e519 No.16828389
>>16828348
The burgers finally woke up.
Loli Commander
Small clone of Missile Command, except with lolis instead of cities, because that's what we do in /agdg/. This is a small demo to test out my terminal emulator and engine code. This went pretty well so I hope to make more random demos on future demo days.
OpenAL is a huge faggot to code with, so I included a no audio version in case the normal version doesn't work.
https://mega.nz/#!50I1WKRR!l9tDlJ6COw-oWh7RdwpAOPuG51O9xgYbPAppSgLwKWE
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a0c0b8 No.16828400
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43e519 No.16828405
>>16828388
I have no idea how to survive and ow fuck my ears, but nice Touhous.
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1b5b71 No.16828412
>>16828400
If you prefer: https://files.catbox.moe/fqh4vc.7z
>>16828405
It'll be hard if you don't have experience with shmups.
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1b5b71 No.16828420
>>16828380
>The program can't start because MSVCR110.dll is missing from your computer. Try reinstalling the program to fix this problem
>>16828389
>The program can't start because libwinpthread-1.dll is missing from your computer. Try reinstalling the program to fix this problem.
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80b8a0 No.16828434
>>16828389
Really needs cooldown on fire. How fast you can click makes too much of a difference. Preferably individual cooldowns for each marksman so conserving is more important.
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43e519 No.16828435
>>16828389
>>16828420
>libwinpthread-1.dll
God fucking dammit, I knew something would fuck up. Here's a new link:
https://mega.nz/#!9s4SRIgD!H5uQCEoWDnBVFe0JxBs2xFMFD2R1nfOoDDPAmqVbe-E
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832610 No.16828436
>>16828420
This is why I don't code with a custom engine anymore.
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43e519 No.16828440
>>16828434
Yeah that's how the old game works. You get limited ammo so you have to be careful with your shots. I considered it but decided to go with bullet hell, but yeah it's spammy af.
>>16828436
You can static link the dlls but yeah it's a fucking pain in the ass. I should've done unit testing honestly. Ah well next time.
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1b5b71 No.16828452
>>16828435
Works now.
>>16828436
Gotta test releases on a computer you don't develop with.
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43e519 No.16828457
>>16828452
>Gotta test releases on a computer you don't develop with.
Yeah but I only have a desktop and a laptop, and I develop on both. I need to get myself a hdd with a fresh Windows install and nothing else.
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2c5d57 No.16828474
>>16828457
> I need to get myself a hdd with a fresh Windows install and nothing else.
add a linux dual boot if you are going to get a machine exclusively for testing builds, I need one of these myself
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2c5d57 No.16828535
>>16828350
Everyday Life: Edengrall 2/2 Demo
If you already played the previous demo (released in late december) this isn't too different, we spent this month updating Unity, cleaning the project and optimizing.
There is a new girl, Anna the Oni, she is a lovely lady who the player will be able to marry.
We are also expanding the grass system to allow things like flower fields and crop fields.
We would like to apply for the Demoday Fund
bitcoin:bc1q2vyuclssfhk0759xtm7yzsqplk6clnaluf7p7u
Here are the links:
https://www.mediafire.com/file/ox9xtwgiww8qhzq/Demoday_02-02.zip/file
https://mega.nz/#!mxsDnagK!Fm5AecE3eFAfbyWYUJsnGzkAcKYhU8aYbcmhVOKWmHE
If you need a guide for the cooking system you can watch it here
https://www.youtube.com/watch?v=JeZOrFBLI0c&t=
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404c84 No.16828624
>>16828350
Under Yria's Protection is a pixel drama in the vein of my earlier project, Embric of Wulfhammer's Castle.
Our viewpoint characters are a pair of nuns that prefer the company of other nuns.
No explicit content.
Yet.
https://www.mediafire.com/file/6in32msewov8k6r/UnderYria_Demo.zip/file
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ecb486 No.16828651
>>16828420
It needs the Visual Studio 2015 redistributable—vcruntime140.dll and msvcp140.dll, both of which are included with the client. I don't know why yours is looking for an earlier version.
Others are able to run the game, so there might be something about your environment that I'm not handling properly.
What OS are you using? It's a 32-bit program but should work in 64-bit environments. Can you double-check that you're running the correct program, and that everything's been unzipped?
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f3f2da No.16828655
>>16828535
Overall I like it but I do have a handful of nitpicks.
Obviously no ones game is done here so I know you probably plan on ironing these out eventually anyway but just in case you're unaware:
The walking sound effect is kind of loud and the jumping sound effect is quite loud
In the tall building right at the starting spot there are a few wooden floors that give the same sound effect as walking on stone instead of the usual wood knock sound
It seems kind of weird that the lighthouse was built on the water as opposed to on the much higher cliff right beside it
Theres a few places where the grass extends onto the stone ground.
I don't know if this was a art style choice or not but generally on medieval buildings the floor right above the ground floors stone walls would jutty out and not just two floors up like you have on most of your buildings and also the beams might stick out a little bit past the edge of that floor. Here's a video about it if you care at all https://www.youtube.com/watch?v=zBVPcr7VjyQ.
This is the only real complaint I have, it sort of glitches if you are running straight forward holding W and then press D or A to run diagonally
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ae9cbb No.16828667
Hey guys, Demo here, just the first level with some of the rooms and 1 boss tell me what you think.
https://mega.nz/#!PERHSC5Y!X8qI5bwUvM3GvOQEkMZbpMLiif3RTgwpeO9Bt-cO_eM
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2c5d57 No.16828673
>>16828655
We are going to add sound options eventually
I will check the sounds in the building
The lighthouse was built in there because it is integrated with the sea gates (those will close during storms sealing the port), the character that works in there will be sea-related homunuli (maybe a mermaid)
The grass is being reworked, so there are a few bugs with it
I already watched that video, that was a style choice.
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30652f No.16828677
>>16828350
Galactic Harvest
2D arcade-style space shooter where you fly around, fight aliens and try to rescue astronauts. You can try to get as far as possible or try to get a high score. It currently supports 1-8 players, and 8 of the 20 or so weapons planned are included to choose from. There's only one game mode, though, where the levels are randomly generated. Graphics and music are still placeholders.
There's a readme included with more details on how to play.
Links are here:
https://www.mediafire.com/file/fbtd2uzols7dudk/SpaceHarvestGame_2020-2-2.zip/file
https://mega.nz/#!A8IHVCoD!4RbCyw_UEcfzsYEDUM0ukEj72eACawaCpQUX_WwBAs0
Bitcoin wallet is here, in case it's good enough for the $10. bitcoincash:qre224l00nlu309arvd9fejqp8pkantulcf6jjjnnu
No Linux/Mac versions yet, unfortunately. I'm not going to worry about porting until I finish the Windows version.
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30652f No.16828679
>>16828677
Is that the right bitcoin address? I've never touched it before, so I'm not entirely sure how that works.
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ad94e4 No.16828680
shmup anon here
orz I thought that I could compile it like last time. Then I remember that last time it didn't work.
Hopefully msys has now arch's pacman so I can easily get libraries, the bad news is that it's all dynamically linked so I will have to put a bunch of unrelated dlls, until I can work something directly with mingw.
I managed to fix everything except some of the textures are missing. Will check and hopefully post something a bit later.
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ae9cbb No.16828681
>>16828679
bitcoin and bitcoin cash are different things
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30652f No.16828685
>>16828677
>>16828681
I think I figured it out.
Bitcoin: 1P7zbh4D72zaUEBMnNJwu4hsm45XQg5mL4
If that one doesn't work, then just don't worry about it.
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d766d7 No.16828695
>>16828350
Peripeteia
A cyberpunk stealth shooter with PS1-inspired graphics and a cute protagonist.
https://shodanon.itch.io/peripetaia/download/vFE8z_vVbUuMwSX8DScOCqYVuMjJfQOGlb6QX1rb
Think Deus Ex mixed with Splinter Cell. Avoid confrontation until you find a gun, hack computers and panels by mashing your keyboard to discover the password. Switch between first person and third person view by scrolling your mousewheel. Watch your light meter and shimmy on ledges to stay out of the patrolling enemies' sight. Hold F to hide bodies.
Made in around 2 weeks by a group of anons, including members of Die Totenmaske team and Beelzebox devs. We hope you enjoy the demo.
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f2b073 No.16828701
Here's a Ren'Py visual novel I've been working on. It's really simple, and I could've definitely put more work into it (making it longer, making better graphics/music, actually proofreading), but hey, gotta get it out sometimes. It's a pretty generic death game type thing so far, but I've already got the story planned out and it's gonna be a real wild ride, will definitely not be a generic death game and will have some absolutely excellent scenes. Didn't get to the first big twist, but hey, this might somehow qualify for the Bitcoin, and like hell am I gonna miss out on free shekels.
https://mega.nz/#!SzgjyCzY!nxFnPG0gEslyTAEIlPA7beZIWCaF7LMmWE2G-WSWk-Q
Bitcoin: 112HfFy5wX9g3g8dyMWr2KjGkQfGsxhap9
Tell me if somebody needs a Mac distribution.
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a0c0b8 No.16828724
Quite the number of demo's this year
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f2b073 No.16828725
>>16828701
Forgot to link to anchor, crap.
>>16828350
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ae9cbb No.16828727
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80b8a0 No.16828748
>>16828388
Stage was short indeed but it was incredible hard lol. You can lose lives very fast. Game runs very smooth even on my toaster. Sound effects sound harsh. Saving replays is cool.
Can I make levels with your engine?
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e9fa5b No.16828763
>>16828667
is this the game with the wheelbarrow skeleton?
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ae9cbb No.16828773
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747886 No.16828908
>>16828380
Stacking seems a bit low and had a tortoise spawn on top of me while fighting another. Not bad otherwise, was falling into the rhythm
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23812d No.16828953
>>16828380
>can't find clay
>searched everywhere and surrounded by bodies of water i can't walk over
>found tin deposits but still no clay
taming dogs is actually quite fun, if only i could heal them.
>>16828388
>UI can't be navigated with controller
>keyboard controls can't be redefined
I had to do some retard shit to be able to play on a comfortable controller
>unlike actual touhou games or good shmups there's little to no invincibility, instantly dropped into battle and there's no delay before fighting any of the enemies, hitbox is also extremely tiny and poor visual clue (slightly above the waist) outside of slowing down, bomb is also not very good to use
>every projectile is a circle, lot of reliance on n-way bullets and an array of boolets that home onto you, overall kind of boring to look at with only color as flavour
>the boss enemy only spawns when the first three enemies go off screen or dies; you can use this to set up a quick kill
>neat replay system
>statistics: amount of clear doesn't increment
I would like to see an actual level but if I recall touhou games don't even try to have good levels
>>16828695
>alt does something weird
>tab is how you equip your weapons, isn't mentioned
>you could skip the pistol and instead intentionally agro guards to friendly fire
reminds of postal 2's tutorial, which isn't that good, eitherway the light meter is heavily inconsistent
the collision for the protag is really weird, could be improved by making it simple like a pill collision shape.
The gunplay on the AK clone is absolute dogshit, it's like pissing away with your foreskin peeled back, but the guards have the greatest recoil management and can almost zero into you, until you circlestrafe around them, one guard can't actually lead and hit you. The AK also lights up the night making it total shit and can't easily pop someone's head from the dark, now the silenced pistol after the hacking the cabinet, is infinitely better.
Now for the stealth part, the light system is rather inconsistent there are areas where it's lit and you can have the meter 25% filled . Being in the dark is 100% foolproof, the guards should be able to faintly see if they're really close & in the dark, otherwise you can do almost anything you want. Also sprinting makes no noise, this is bullshit and I dislike it, more on that shooting in general doesn't alert guards. The night vision is almost cool until it pinches your fov in and has this weird fake crt filter bulb thing going on, this is so fucking shit i hate it.
>>16828677
smells like xenoraptor, an ancient /agdg/ game
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d766d7 No.16829005
>>16828953
hey thanks for playing my man. I'm really happy with the feedback. If I haven't addressed something, the reply would likely be "I totally agree, just didn't have time to add or improve the thing"
>there are areas where it's lit and you can have the meter 25% filled
can you show these places? we'll look into it
>>tab is how you equip your weapons, isn't mentioned
yeah, sorry should have used pic related
>>you could skip the pistol and instead intentionally agro guards to friendly fire
the term "emergent gameplay" is sometimes misused but if isn't that, I don't know what is
In fact, the level is 100% ghostable. You can skip AKs and the pistol and get some better stuff at the end. also I updated the demo a bit to fix the damn AK noise and added some hidden stuff
>The gunplay on the AK clone is absolute dogshit
it's an AK after all. I admit, it's a bit too good in the hands of enemies. It works for headshots from afar well enough without getting you turned into swiss cheese. And I am considering changing some parameters to the recoil on guns.
>>16828953
>shooting in general doesn't alert guards
yeah, noticed that only after releasing the demo. Guards should react to getting shot in the dark. and they did in the test level
>>16828953
>pinches your fov in and has this weird fake crt filter bulb thing going on
I was going for Chaos Theory vibe
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f1d371 No.16829058
>>16828350
FIRST PERSON ROGUELIKE
My game is a first person roguelike. I had shelved it for a while but recently started on it again. I wanted to get some simple random dungeon generation in in time for demo day but it wasn't meant to be. But what is in the demo is a hand made approximation of bsp dungeon generation so you can get an idea of what that might be like to wander through in first person.
ENJOY!
DARE YE ENTER YONDER DUNGEON?
https://mega.nz/#F!I7AG0apT!t8URhSIlqfu0icwCIsKaBw
Only controls are wasd movement, mouse look, esc to free the mouse, space to load an alternate scene, and pageup/pagedown to adjust your "torchlight" radius. I would appreciate it if people took screencaps of light levels they thought had the best balance of revealing and concealing the rooms. Or you can just tell me but thats harder to get across.
The pack file must be in the same folder as the game to run.
Also if you're using linux, godot for some reason might not mark exports as executable so you might need to type chmod 7 fprl_demo_linux.x86_64 to run it.
Also thanks for the offer bitcoin anon but I don't think i have 15 bucks worth of game yet. But tell me what you think of it though!
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ecb486 No.16829123
>>16828953
>can't find clay
Many players have given that feedback. In the next release I'll make it more widespread; in retrospect I shouldn't have made such a critical early-game resource hard to find.
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ecb486 No.16829135
>>16828953
>>16829123
Here are the locations of clay deposits, fresh from the map editor.
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ad94e4 No.16829156
_(˃ω˂」 ∠)_
I have to nope this one out too.
Still have missing material, at least I tracked down the problem and it's related to uniform buffer block not being used/updated, problem also for texture buffer for animation.
Code is all fine and even various tutorial show the same steps I have done.
Good luck for everyone else.
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2b625f No.16829199
I've been doing this for, what, two years now?
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43e519 No.16829252
>>16828667
Oh shit it's spoopy skeleton dev
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43e519 No.16829253
>>16829156
There's always next demo day
release never
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5fc312 No.16829262
>>16828535
Very nice, and good waifu variety. Also how tf do you render this much grass without destroying my computer
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a5a408 No.16829267
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5fc312 No.16829281
>>16828624
Very nice worldbuilding and aesthetic but holy shit more dialogue than a VN son.
Also I crashed the game when I entered the kitchen for the second time.
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404c84 No.16829303
>>16829281
Sadabelle told you, dawg.
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5fc312 No.16829304
>>16828667
Very scare. I tried to fight the skeleton but he's been drinking his calcium
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5fc312 No.16829309
>>16828677
Noice. Music is very good and has nice retro feel
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17ae9a No.16829316
>>16828350
Some other guy posted RPG Maker stuff so I'll just assume anything's fair game.
Pokemon - Ocandian Crusoes
I am mega autistic and made a Pokemon fangame side-game to my other Pokemon fangame, which I won't post here because it's even worse.
The main idea with this game is that there isn't any leveling up, so you can catch something in the wild or get something through a quest and it'll be usable right from the get-go. The game is difficult if you don't have a basic strategy but every fight can basically be skipped.
Downloads:
Mega: https://mega.nz/#!Jj4DiS6T!9gcOfert7Uk--ha74LSmZga-PhzzFSbDTgl9TeYoG_s
Mediafire: https://www.mediafire.com/file/w1b9lfk5cyg027r/Pokemon_-_Ocandian_Crusoes_-_Episode_1.zip/file
Honestly the game is more infamous for getting me permabanned from every Pokemon fangame forum because some faggot from the Reborn forums went digging through the game's code and saw me labeling the black characters as NigFiller events.
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a5a408 No.16829325
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5fc312 No.16829347
>>16829058
Interesting so far. It could be interesting once there are some dungeon elements added.
I'd say about 4.5 tiles visibility is good. Any less and it'll just make it frustrating to navigate rooms.
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a5a408 No.16829349
>>16828695
faster pacifist route
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2c5d57 No.16829383
>>16829262
Instanced Rendering: https://en.wikipedia.org/wiki/Geometry_instancing
There are still a couple of optimizations that I want to make, but it's pretty much as good as it gets unless I figure out something new.
Just know that the thing is rendered in a completely different way than everything else, none of them are updated in the CPU, and even the 'unbending' and 'growing back up' are not made by an update method, but by calculating in the vertex shader 'this was cut 30 seconds ago, so it is now 10% grown back' and whatnot.
Did you use the scythe to cut the grass and flowers, right? (press 2 to activate it, then hold left click near grass)
It's very fun to watch grass grow
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30652f No.16829396
>>16829309
Thanks. I'm glad you enjoyed it.
The music is just a placeholder and stolen from another game. A friend of mine is working on the actual music, and it's all going to be arranged. The end result will likely be more in line with something you'd see on a Sega CD than an NES.
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0155a6 No.16829399
>>16829316
>the game is more infamous for getting me permabanned from every Pokemon fangame forum because some faggot from the Reborn forums went digging through the game's code and saw me labeling the black characters as NigFiller events.
As if I needed more proof that only faggots liked Reborn.
That's a shame, because your game is actually good.
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2c5d57 No.16829403
>>16829399
You could've said you are french or something
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1247df No.16829405
>>16829403
There are acceptable lows you can degrade yourself to in order to evade responsibilities. And then there's pretending to be French.
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1cbf01 No.16829453
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0155a6 No.16829502
>>16829403
Fuck off, cunt.
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8dbf0a No.16829514
>>16829502
C'mon man, it's legitimate advice. It's never too late to pretend you said nig as a language thing, you nigger.
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207407 No.16829523
>>16829316
>I am mega autistic and made a Pokemon fangame
nice furaffinity profile
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1bac34 No.16829566
>>16829316
>labeling the black characters as NigFiller events.
kek
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2c5d57 No.16829574
>>16829453
We are going to add some particle effects when cutting to make it look better later
Also cutting grass will drop a grass pile that you will be able to dry into Hay/Thatch for animal feed or fertilizer, and maybe even building material later
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2c5d57 No.16829576
>>16829316
Which generation is it?
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18d85a No.16829668
>>16829316
>an autistic woman with an pokemon obsession
I wanna fuck you and knock you up.
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17ae9a No.16829669
>>16829576
Up to date with gen 7. Gen 8 scripts are going to be available soon-ish so it'll get updated with gen 8 content when that's available.
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2c5d57 No.16829671
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36e631 No.16829697
>>16828366
So, out of 10 demos, 4 anons posted their Bitcoin address (Nightmare World, Everyday Life, Galactic Harvest and 25PEOPLE) and one anon is too modest to want money. I will now evaluate the entries (but considering most of them was tested by other anons, it will be a formality).
If anyone of the remaining anons feels like he deserves money, just post your Bitcoin address and you will be included too.
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fbe646 No.16829731
>>16829347
Thanks for the suggestion. I had to scramble to get that dungeon into the demo in time for demo day so those rooms are sort of generic roguelike size. But since walls are just a single sprite tiled out to the right size theres really no limit to how big i can make a room.
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19f7f5 No.16829890
>>16828748
Not ready to make the game open source but it probably will be in the future. The functionality for making stages keeps getting remade. I want to make it good before making a full game worth of stages. Good thing to know the game is toaster friendly. All sfx will have to be replaced.
>>16828953
Will keep working on the game to address the issues. Menu not being navigatable with a controller is a bug that will get fixed. Modifying keyboard controls is a WIP.
<unlike actual touhou games or good shmups there's little to no invincibility, instantly dropped into battle and there's no delay before fighting any of the enemies, hitbox is also extremely tiny and poor visual clue (slightly above the waist) outside of slowing down, bomb is also not very good to use
The shortness of the invincibility is intentional so that getting hit doesn't interrupt the flow of the game. Each new pattern is supposed to start as the previous one is ending. The hitbox is a 2px circle. Bullet hitboxes are actual size which necessitates a small hitbox. Will look into adjusting it and having a better visual. The bomb is intended to be weak. Considered not even having a bomb. It's to prevent skipping patterns. It is a sadistic shmup, after all.
<every projectile is a circle, lot of reliance on n-way bullets and an array of boolets that home onto you, overall kind of boring to look at with only color as flavour
Projectiles are circles because it's easy to make perfect hitboxes for them. Previous versions of the game had rotating rectangle hitboxes. Those will be reimplemented. Expect oval and rectangular projectiles. Those boolets are aimed, not homed. Homing bullets are coming. The lack of color is because everything is a placeholder. The grayness has grown on me so I'm experimenting with using it as an art style.
<the boss enemy only spawns when the first three enemies go off screen or dies; you can use this to set up a quick kill
That's a valid strategy. The enemy that spawns from the top is supposed to have familiars circling it but that didn't get into this demo. They would give the enemy some extra protection. Even with your strategy, you still used 3 bombs and took a hit. The enemy shoots a wide ring of revenge bullets which is intended to prevent staying in the same place. You can stream the 3 enemies at the start and break through the 4th enemy's wall with a single bomb, then rotate and time the next pattern. You can get through that part without getting hit or bombing by being at the top right of the screen when the first 3 enemies are gone.
>I would like to see an actual level but if I recall touhou games don't even try to have good levels
The game is inspired by Touhou but I'm deviating from the formula.
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36e631 No.16829933
>>16828388
Nightmare World
33cLbmT3xDvSAPtCAbKzaeDmRJqpqmEpFp
works on Windows and Linux - 15$
>>16828535
Everyday Life
bc1q2vyuclssfhk0759xtm7yzsqplk6clnaluf7p7u
works on Windows - 10$
>>16828677
Galactic Harvest
1P7zbh4D72zaUEBMnNJwu4hsm45XQg5mL4
works on Windows - 10$
>>16828701
25 PEOPLE
112HfFy5wX9g3g8dyMWr2KjGkQfGsxhap9
works on Windows and Linux - 15$
>>16829697
Sending it now. It may take several hours until the network processes the payment.
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2c5d57 No.16829945
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ecb486 No.16829947
>>16829697
Sure, I'll bite. Thanks for supporting the community!
1FqPvsME1m63MacmFQK2vfr5XAyy3KAW94
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19f7f5 No.16830144
>>16829933
Thanks for the donation. I'll keep developing the game.
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8ff84c No.16830178
>>16829349
I got the time down to 36 seconds from your 1:58. It's technically any%, but it also qualifies as pacifist. The first webm is any% glitchless, it's what I came up with before I tried finding any skips. It would be faster to go out the control room door instead of going back through the vent, but the control room doors' computers are unreliable and often stop accepting inputs correctly. The new any% route skips the vent entirely.
>>16828695
Nice game. It's in critical need of a volume slider, though. It sounds like all the non-silenced guns shoot .22 Eargesplitten Loudenboomer or some shit. I think a crouch feature is in order, which would, of course, play into your visibility to the guards. Guard visibility is way poor in the dark. I couldn't actually tell I was hanging on to a ledge at first because nothing really changed in first person, the gun was in the same position as normal and didn't really even move. The blurry filter on the night vision is annoying. Other than that, it's mostly small things: the G3 sounds weird, moving to the right a bit inside the train car as soon as the game starts can get you spotted, two shopkeeps spawn: one stays at the bar, the other walks towards an unknown destination only to get shot by the guards (see second webm), and there's a typo in his dialogue (bunring instead of burning). Breddy gud demo, gave me a good couple of hours of fun, and it only gave me 17 viruses, not counting corona virus. I hope to see those locked doors with nothing behind them be used at some point. Also,
>kike.io
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5c4889 No.16830195
>>16829697
>money for demos
>on an imageboard
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fbe646 No.16830203
Overall good demo day I think.
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29d7a1 No.16830344
>>16830195
Don't worry, bitcoins aren't real money.
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d552a9 No.16830375
>>16830344
Neither is real money.
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334355 No.16830381
>>16830375
That's not entirely true. You can't really say money isn't real money, I mean it's fucking money. As for the value of money, that's certainly fictional at best.
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1247df No.16830383
>>16830375
I don't think "I'll send over a $10 tiny nugget of gold to every anon who posts a demo and gives me his home address" is going to work out.
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f2b073 No.16830390
>>16829933
Thank you, anon.
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a0c0b8 No.16830435
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30652f No.16830445
>>16829933
Thanks, Anon. I'll hopefully have something more complete by the next demo day.
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ea1eb3 No.16830506
>>16830195
I'd prefer merchandise but any incentive to keep our /agdg/ going is good, it's could become 8kun's biggest export next to mass shooters.
>>16830344
bitcoin works because a decentralised currency is useful in certain situations. So even though literally anyone could invent a cryptocurrency with any kind of system, it works because it has to. Order out of chaos I suppose. Unfortunately yes it does generate roughly the same CO2 emissions as a city, which is concerning
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ea1eb3 No.16830521
>>16830515
>check out /v/ and discover that the only thing going on is halfass wannabes shilling their incomplete games for money and retards arguing semantics over what constitutes money.
You forgot people coming into threads for the sole purpose of complaining
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f1d371 No.16830564
>>16830515
>>86 pph
There's barely over 86 posts in this thread thats been up for over a day.
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2b625f No.16830569
>>16830375
Money isn't money. Fuck only bitches under 14. Cereal is a zionist scam to make you fat.
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36e631 No.16830613
>>16828380
Hellas
1FqPvsME1m63MacmFQK2vfr5XAyy3KAW94
works on Windows - 10$
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c93bec No.16830705
>>16828380
Have some nitpickings:
>The UI in the bottom right has tiny holes in it, creating a bit of a shimmering effect whilst moving.
>Windows can be dragged almost entirely off the screen. This isn't that big of a deal, but closing and re-opening a window with the hotkey or button doesn't move it back into the screen. Maybe reset the window position in that case?
>The chat input isn't a nice text editor; I can't select/copy/paste text in it.
>Game's rendering is locked at 16:9.
>No options.
>I can't see my ping.
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ac9fef No.16830727
>>16830515
so, did you PLAY those games?
Where were you during previous EIGHT demo days?
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a5a408 No.16830769
>>16830178
Wow, pretty nice! I was able to recreate your route and get a similar time, but then I managed to find an improved route based on the same kind of bug, skipping the need to enter the control room at all. You just zoom out and kind of move the camera into the ceiling. So, I brought it down to 29 seconds.
You can probably shave off a second or two with better movement. A serious route improvement will probably involve skipping that locked door entirely. I know that it's possible to noclip out of the train station, I fell out of the map once and died. If there's a usable noclip that can break through the door, you could probably save at least 5 more seconds.
The computers on the doors both suffer from the same bug. If you type "F" while inputting a password, it counts as pressing "F" to interact with the door again. Therefore you simply have to open the hacking minigame and point the mouse away from the terminal. The bug wont happen anymore if you do that.
Most of my issues with the game were how the guards have a completely perfect reaction time and no pain states. Makes the rifles almost impossible to use, since you have to get a headshot without letting anyone else see you.
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a5a408 No.16830794
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8ff84c No.16830959
>>16830769
Nice. The first thing I tried was activating the control panel through the window, but I couldn't get it. I didn't think to zoom all the way out. I wasn't sure what was causing the terminal bug, but I hadn't noticed that I was still looking at the terminal. It makes sense now. I also agree with you about the guards having lightning reaction, it's a bit shit, and some flinching would be good too. Also their hit detection is shit, as evidenced by the first kill in your all kills run.
I got the time down to 26.53, which would be about a 26.02 if timing starts on the first frame that I start respawning, like you do. I start timing when I press R to respawn. I tested some things and found that the fastest way to move is to sprint diagonally, while jumping. However, in practice, I was able to pull off identical times with this movement, and by moving normally. This could have been because of my fumble at the terminal, or jumping could interact with stairs slower than just walking up them. I have not tested that.
I tried clipping through the locked door by mashing print screen to lower my framerate and running at the door, but it didn't work. Maybe you have some better ideas for a clip.
Anyway, I found out that the extra shopkeep is actually supposed to man the gun shop. He decided to live in one of my runs, and went back to manning the gun shop.
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11eb5f No.16831146
When's the next demo day? I want to make sure it's in a playable state by then.
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36e631 No.16831148
>>16831146
It's really simple.
02/02
05/05
08/08
11/11
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11eb5f No.16831154
>>16831148
Got it. Three months to iron out the bugs. Thanks.
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ecb486 No.16831293
>>16830613
Thank you very much!
I'm optimistic about BTC in the medium term but it's hard to buy, so this is really appreciated.
>>16830705
Thanks for the input. I'll add those to the backlog—most are easily fixable.
A better text editor will be quite tough, but would make it a lot more usable.
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15623f No.16831543
PSA:
Always be wary of .exe files you are linked to on the internet. Especially imageboards of all places. Lostboy.exe is a perfect example of anons not using their brains and running a lotsa fun video game executable on their machine. Sure they could run it, play it, maybe enjoy it even, but the outcome was those same anons choosing to run the exe getting doxed, spied on and having their credit cards emptied by the developer putting a trojan.RAT.EVILVIRUS in their game exe.
Don't be like the anons who didn't use their brains
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e9fa5b No.16831551
>>16831543
it was real nice of that loli and dog to instruct me about the dangers of unreliable source executables and internet viruses!
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334355 No.16831553
>>16831543
Congrats, you just gave some anon the idea to put a secret virus in his game demo.
Just kidding, if someone was to do that, they'd be a person who hates fun and they'd just put a bitcoin miner in there instead.
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a5a408 No.16831580
>>16830959
Nice execution on that run. I don't really have ideas about a clip right now. In absence of that I might make some attempts at improving my time for 100% kills. That's definitely much more random and tricky, but it also has a really ambiguous route right now so it would take more time to figure out. I suppose I would want to count both shopkeeps and the gunman in the alleyway in this. I might do some runs tomorrow of this trying to get routes down. Right now the trickiest part is how the three guys in that hallway at the bottom of the elevator shaft can be killed without taking too much time. Going up and down the elevator is pretty inconsistent and bothersome, I suppose I could attempt an ACR route and a Pistol route, the ACR route eliminating those enemies first and attempting to beat the level with the ACR, and the pistol route playing relatively normally. Shotgun is too hard to get too/too inconsistent for me. It might be the key if you can pull off a kill and switch to an AK for the rest of the run.
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ad94e4 No.16831847
>>16828350
(╯°□°)╯ SHMUP ANON HERE
IT'S WORKING (mostly)
Seems that memory layout on uniform block is declared differently between system, or that it doesn't work if you don't specify a layout, using std140 now.
Also with that, I had some uint texture[8] which should take 32bytes and it's also aligned on 16bytes, but lolno it's taking 128bytes. So I just made a classy texture0, texture1, … which correctly use 32bytes in shader.
Also could learn about "CodeXL", basically an opengl debugger. It's a bit unwiedly since breakpoints are done on opengl functions, but I could inspect and test memory and home more on the problem, since I could confirm that memory is indeed written correctly. Which left some problem with the shader and probably layout.
Texture buffer still borked, didn't investigate yet but it's mostly used for node animation. Boss use it for turning turrets
Also trails sometime render incorrectly, I suspect it's when I just loop right at the end.
Buttons:
1: regular fan shot
5: "laser"
2-4: some random weapon but might drop some
space: shoot
arrows: move around
enter/esc: select menu/go back
From the main menu, most option doesn't work, so just press enter twice
I still kept my timer from when I was testing for memory leak and checking if I would reload stuff correctly (should still be the case), so after some 2minutes the level reset.
So if you'll excuse me. Even though I have some work to do tomorrow and I should go to sleep, I'll go grab a beer.
https://files.catbox.moe/09snjz.zip
>>16829253
I was doing my last tests and if I couldn't make it work. Scrap the code and restart with some framework.
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3cec38 No.16832192
I don't know what to pick here, link me your game and I play it
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2c5d57 No.16832216
>>16832192
here, grass cutting simulator, with waifus!
>>16828535
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ae9cbb No.16832242
>>16828667
>>16832192
Just noticed I actually forgot to say the title of my game, Its called Skeletons
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3cec38 No.16832266
>>16832216
>grass cutting simulator, with waifus
I'm stuck here for like 10 minutes and I have a 9700k+2080GTX so its not like I can't load this shit
>>16832242
Getting this one now
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d766d7 No.16832272
>>16832192
just look at the anchor post and see what appeals to you
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2c5d57 No.16832273
>>16832266
that's when the grass starts loading
can you upload the log file (Player.log)? should be at: C:\Users\(yourusername)\AppData\LocalLow\Edengrall\Everyday Life Edengrall
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4184c9 No.16832503
>>16832266
what engine are you using?
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2c5d57 No.16832512
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a5a408 No.16832517
>>16831580
>>16830959
here's a follow up, I managed to get a 3:20 run. Still needs a lot of work, but it's two minutes faster than my original all kills run.
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b12480 No.16832824
>>16828624
>lesbian nuns
Hooray
>No hot rug rubbing scissor action
Anon, no!!
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f46dd2 No.16833153
>>16829890
Looks like most of the engine stuff is pretty solid, had not problem running it, the movement feels nice, so does the shooting, haven't looked at what variables you use to save replays but you could use a lookup table for movement instead of using ifs and save the input as an unsigned 8 bit. Also what does the update rate do? Does it change the logic timestep?
> It is a sadistic shmup, after all.
>but I'm deviating from the formula.
Be very careful with this, Touhou already deviates a lot from the formula, are you trying to make a bootleg Death Label? If so I doubt many people will play it that seriously if your patterns aren't fun or unique, always put fun above difficulty, a good example is Aero Chimera, fast patterns and to the point stages, it's fast paced, never boring and pretty hard. Mushihimesama Futari 1.0 is also a pretty good example of a really hard game, Death Label is also a good example to follow.
>The shortness of the invincibility is intentional so that getting hit doesn't interrupt the flow of the game.
You should probably clear the screen, or at least a bigger radius than the bomb, if the invincibility is going to stay that short, I find it really hard to come back without any time to breathe. Had no problems with the size of the hitboxes, the first pattern is kinda boring, I find the second, the one with the black bullet walls, kind of shit and boring but maybe it's because I don't have a good route for it and just bomb spam, but the last one, with the scatter shot enemies on each side of the screen is pretty fun, wish there was more of that.
>Previous versions of the game had rotating rectangle hitboxes. Those will be reimplemented. Expect oval and rectangular projectiles.
You could always have circular hitboxes for small oval bullets, hell most STGs use a point hitbox for needle bullets.
Best of luck with your project.
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c93bec No.16834274
>>16828388
Consider making things bigger. Touhou continues to run on potato resolutions to this day in part because the lower resolution means there's less space to fill. I know relying on low resolutions to produce a retro artstyle is a bit of a crutch; but afaik the vast majority of bullet hells use a shit resolution. (Though partially because japan has shit pc's.)
Nitpickings:
>Death should give a few seconds of invulnerability to allow recovery. Or maybe make it clear the screen of bullets like 2hu does. Or just a partial clear around you.
>Bombs are fucking useless holy shit.
>No borderless fullscreen mode.
>Toggling fullscreen ingame doesn't directly take effect; requires restart
>When fullscreen is turned on, it's fucked for me. Probably because I'm using multiple monitors. See pic.
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c93bec No.16834295
>>16829058
I know mega has a "download as zip" button, but maybe you should just upload zips yourself.
Pushing my face against a wall causes me to vibrate. Pls fix.
>I would appreciate it if people took screencaps of light levels they thought had the best balance of revealing and concealing the rooms. Or you can just tell me but thats harder to get across.
How light should work depends on the game. How far should the player be able to see? Should enemies be spottable in darkness? What tools does the player have to light the environment? Etc. etc. If you're making a roguelike, I can totally see light being a nice mechanic that acts as a double-edged blade; it provides vision but makes you less stealthy.
It's also important that you avoid players straining their eyes trying to see shit in the darkness. For this I would like to refer you to Deep Rock Galactic; various points of interest and all special enemies are visible through the darkness, but you still want to make sure you have actual light around you at all times so you quickly spot the weaker hordes of enemies and the shape of the environment, allowing you to maneuver accordingly.
If I stand still in your roguelike, time stops (as it does in your alternate demo scene), and I can make out everything by staring and squinting my eyes hard enough; then the only purpose darkness serves is making it asinine to play.
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c93bec No.16834301
>>16831847
The plane is rendered at the same height as the small boat, making it clip through them. Bullets from the nigga ship don't hit me.
There's not much else I can say. It runs on my PC.
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a0c0b8 No.16834438
HEADS UP
Gonna take down the sticky on Sunday or Monday. Just so you guys are aware.
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ccb281 No.16834454
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2c5d57 No.16834471
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f1d371 No.16835001
>>16834295
The vibration is because the players hit box is a cube that doesn't rotate with the camera. So at certain angles it bumps back and forth. Its just the way I have it right now. I will probably change it later when I shift focus from just getting the dungeon generating properly to monsters and such.
>various points of interest and all special enemies are visible through the darkness
Ill think about it and see how it goes when I get there but I'm not sure how I feel about revealing things that are special. I might make a spell that does that or something.
>If I stand still in your roguelike, time stops
Thats not just my roguelike, thats almost every roguelike.
>I can make out everything by staring and squinting my eyes hard enough
Could you post a screenshot of this please? It might be a bug because I've played my demo on a couple different computers and a few different monitors and the darkness is just straight black for me.
But yeah I do plan on having light and darkness be a big deal in this game. Different torches and lanterns and enchanted glowing things will all be in there. A problem is that godot only allows surfaces to take in light from so many sources. I was testing a pile of glowing gold a bit ago and saw that when I got close to the pile, the light source attached to the player went out. So I might have to resort to trickery to get things the way I want.
Thanks for the feedback btw.
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e62845 No.16835351
>>16834301
Thanks for the minor feedback, I know at least it could run on another PC than mine.
Sorry there wasn't much to show, I wanted to adjust things and enable player hitbox, but by happenstance I had to reboot in windows earlier and thought I could try and check earlier than last demo day if it worked; and found out the thing I was working on didn't render.
Work has been picking up since the other dude that was supposed to migrate code mainly just hit "convert code" to another framework, did a few things, and just left because his contract ended.
Then when I manage to make the whole thing start, I discover than most stuff doesn't even work.
Almost but not quite pajeet tier, and the dude wasn't a pajeet but pretty rude overall and boasting his superior technique. So I probably won't be able to advance much.
I reached at least the state I kind of wanted (about a month late) and I hope I can make an actually complete level for next time.
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0ed32b No.16836796
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8dbf0a No.16836848
>>16836796
Well first off this isn't the AGDG thread. Second off, no.
The midi instrumentation is really obnoxious and you didn't really use any effects to hide what it is. It's very meandering and the song feels like it's building to something it never reaches, there's no climax.
Also the BANG BANG BANG BANG every few seconds on the cymbals is ass.
It just feels really randomly composed. Drums are too loud too. Very mono as well.
Keep at it anon, you definitely have some fundamentals at least.
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bc2472 No.16836862
>>16829135
That map is really cool anon, how did you make it? Noise + algorithm?
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0ed32b No.16836869
>>16836848
Thanks, I will keep at it, will also go to the right thread
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40a560 No.16836959
YouTube embed. Click thumbnail to play. >>16836796
No, but you do have a promising future in jazz fusion.
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d766d7 No.16837107
>>16836862
that's Greece lul
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a0c0b8 No.16837264
Gonna unsticky in a few hours. Prep the archives.
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fe5eaf No.16837415
>>16836862
Tectonic plate shifting. Its a new technique people are using.
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3dad53 No.16837642
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