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/agdg/ - Amateur Game Development General

AGDG - The Board

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Winner of the 82rd Attention-Hungry Games
/tikilounge/ - Relax, take it easy

June 2019 - 8chan Transparency Report
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: f73344f8b3426d9⋯.mp4 (2.35 MB, 960x540, 16:9, Adam Walking on Grass WIP.mp4)

b5c5d4  No.30488[Reply]

Last thread reached bump limit

Old thread: >>27922


Everyday Lite is a fantasy themed farm sim with focus on deep mechanics, it will feature cooking, farming, fishing, building, faeries (helpers), over 20 female NPCs (you will be able to marry most of them).

After the official release (15$) all expansions will be free, planned mechanics are alchemy, exploration (more maps) , combat and other crafting systems.

Cooking System and Faerie Village management are available in a vertical slice i released on Steam for free


417 posts and 385 image replies omitted. Click reply to view.

129d99  No.33948

File: 639108ddb314583⋯.png (554.42 KB, 800x600, 4:3, inv.png)

New UI, i hope it is good now

270fef  No.33949


should make the tag filter a drop-down menu

129d99  No.33952


there are over 200 tags bro

3366cb  No.33955


Are you still open to feedback on it? It could use some flourishes and adjustments but I don't want to waste time making a mock up if you're content with where it is.

129d99  No.33956


We started the next window, but i will listen to you, if it is something i can do fast i could do it

File: 790f052a520174e⋯.jpg (354.68 KB, 2000x1000, 2:1, H2x1_WiiUVC_HarvestMoon64.jpg)

2bd966  No.33751[Reply]

How do you build Farming sim like Harvest Moon and Stardew Valley, but simplify it into text game?

1 post omitted. Click reply to view.

dda800  No.33759

Why though? Just git gud and learn to make a real game instead.

974269  No.33900


>Harvest Moon and Stardew Valley

>but simplify it into text

You literally get a Visual Novel

1af8c3  No.33925

rec me a text game i don't think i've finished one

a46bae  No.33929


Text as in Dwarf Fortress or as in Zork?

The former: Do the same as you'd do with any other game, but represent entities with ASCII-symbols instead of graphics. Probably both easier and more sensible for this type of thing.

The latter: Write general descriptions of rooms and associate certain states with certain words.

For example:

You're on a field. There's [$PLANT] growing here. It seems to be [$HEALTH_STATE]. It's [$HARVEST_TIMER]. Look into how Evennia represents rooms and stuff for an in-depth example.



0d58e0  No.33951

I want to build a text-game but more closely related to a MUD. Basically I want to create something people will play so there's fun player interactions like in HellMOO. Can someone give me ideas in terms of gameplay and things this game would need to have to maintain a small but active playerbase?

File: 48973bb47b9c09a⋯.jpg (61.22 KB, 512x512, 1:1, uw_logo.jpg)

a34e47  No.32403[Reply]

UW is a tactical shooter with waifus.

Posting progress and answering questions and stuff.

Harsh critiques are welcome!

twitter : https://twitter.com/unwargame

75 posts and 55 image replies omitted. Click reply to view.

a34e47  No.33905

File: 0added3a5d154fc⋯.webm (1011.57 KB, 1004x502, 2:1, FoWComingBackSoon2.webm)

File: bbfffe5b6fe6eb5⋯.webm (1.13 MB, 1004x881, 1004:881, FoWComingBackSoon.webm)


Stealth is definitely gonna be in there.

Sneaking around enemies and taking em down one by one without getting detected.

a34e47  No.33907

File: c2ac06e69233e07⋯.webm (1.23 MB, 776x584, 97:73, BonnieDance.webm)

091c42  No.33909

File: 0a864d1c308108c⋯.jpg (80.59 KB, 508x720, 127:180, 1413796617524.jpg)




Interesting, looks better than 99% of what was shown at E3 this year. Keep it up.

b7ab4d  No.33919


Felt like it was supposed to be in already from the demo.

The tank part mission felt like there was supposed to be some way in besides busting in through the front but sadly there wasn't.

Maybe there was a hole in the fence. Maybe I could cut one. Maybe I could climb it.

Maybe I could place an explosive off in the distance to draw guards away from the entrance. Maybe I could bribe a guard to let us in at some back entrance.

Take someone important hostage. Maybe I can knife them. Maybe I can Sync up with other characters to take out more than one at once. Maybe one them gets too stressed out and misses their shot.

f1992b  No.33922


Can you taunt the enemy?

File: c50afc8a2b77277⋯.png (118.54 KB, 247x304, 13:16, ClipboardImage.png)

9f33b2  No.30656[Reply]

Has anyone gone through this process, and how did you go about it and remain somewhat incognito? Can you pull off something like a writer's pseudonym, or will it always obviously run right back to you?

3367fb  No.32120


I've published a game on steam.

You don't need to disclose any information unless you want to give someone access to the steamworks account.

Actually in the agreement valve will not disclose your personal information. But yes you do need to disclose to them your full legal name because of money laundry laws.

However, if you have a partner you trust, you can use their name.

aa1502  No.33893

File: 5476972436f0982⋯.gif (352.29 KB, 256x256, 1:1, hmmmmmm.gif)

I always considered the amount of marketing AAA titles use for such an inherently limited market to be ludicrous and would opt to minimize it when possible but this still leaves the first breakthrough when you get your brand recognition from a fairly popular game. This is also the moment you usually have no money to spare for

How do you get noticed on a low budget (assuming your small/middling game's decent on it's own)? I guess you can contact niche gaming communities + youtubers that then could promulgate it further but thats about it. Social media is only powerful if you already have a massive fallowing.

File: 12dd4b61baba863⋯.png (10.17 KB, 538x404, 269:202, SBK itch cover.png)

3d4f7b  No.33807[Reply]

gameplay footage (video quality isn't great): https://youtu.be/VSaCK0gzyOM

I've been working on this game for a few months now. It's more or less content-complete, but there are a lot of mechanics to iron out, assets to create and/or finalize, playtesting to be done, all that good stuff. You know what they say: the last 10% of the work is 90% of the development effort, right? I'll post the full version for free on itch.io when/if I ever finish it.

I'm making this in Game Maker Studio 1.4, and though I've started projects before, this is the closest I've gotten to a polished and finished game. I'm in charge of programming, design, writing, and art (though I don't really consider myself much of an artist) with a couple of friends on sound and music duty.

The gameplay and bosses take a fair bit of inspiration from the Mega Man Zero series, with quick attacks and tight platforming (I'm still working on making these areas smoother and more intuitive to play with). It's not very long, just three levels with a boss in each.

There's also, as shown in the video, some visual novel-esque dialog scenes between levels. I originally started this game for a yuri game jam so that's one big theme for the writing and characters, but if people just want to get into the action gameplay it's all 100% optional and skippable.

2 posts omitted. Click reply to view.

8988b0  No.33815

File: 7af841c0107329d⋯.mp4 (9.73 MB, 1280x720, 16:9, Nice.mp4)


>action platformer 


>I'll post the full version for free on itch.io when/if I ever finish it.

Looking forward to it anon.

3278e0  No.33852



you won't finish, as yuri games aren't real, check the threads on /v/ if you don't believe, there are typically only ever the same ten games posted i those threads, and of them I'd wager 90% don't even have girls holding hands

the idea of the yuri game is nothing more than a freudian fantasy held by individuals repressing homosexual thoughts

f655db  No.33855

Futa MC patch?

4dc1e0  No.33867

File: 2d68987acb64796⋯.jpg (77.73 KB, 536x400, 67:50, hate.jpg)


>you won't finish

Not with that pessimistic attitude he wont.

df279c  No.33892


Looks nice and fluid, I'll be keeping an eye on this. The sound design is great too.

I think the dialogue could use some touching up, but that's probably a given. A thing I tend to notice about professional games compared to amateur games is that there's much less dialogue, but since you mentioned you wanted some adventure game elements to it, I guess you don't really have the choice of cutting that down. If nobody else brings it up, then that probably just comes down to my personal taste.

It's probably the standard for this board and amateur game makers in general, but I really don't like itch.io. They don't store dates for their releases anywhere, and whether old releases are stored or not seems to come down to developer preference.

This is definitely just personal taste, but I thought the boss death animation was kind of lame. I get that you're going for a rockman feel, but bosses exploding in white light feels utterly generic for action games these days. Maybe if it tripped over and fell on the bottom of its chin or something, that'd come off as being kind of cute. This would mean you have to animate a unique death animation for each and every stage boss though, so it might be better to keep it consistent after all.

File: 195226d5c0f6c5b⋯.png (77.73 KB, 932x524, 233:131, nutt.png)

a55f52  No.33019[Reply]

I've been doubling down on my own stab at the CoC-like ero VN/RPG genre but with richer sim aspects and 3D graphics. I'm thinking something like a lewd Animal Crossing. I'm still working on basic core features and polishing up my modeling skills, but I'm happy with progress so far and would like to make this a place to post regular updates.

1 post and 1 image reply omitted. Click reply to view.

018ad9  No.33059


Interesting, am monitoring.

0dd6d4  No.33349

ded gaem

99155f  No.33448


if you ever decide to abandon this, drop it somewhere that I can pick it up cause im a fucking degenerate.

a55f52  No.33826


I actually didn't abandon it, I just ended up getting a thread pinned on /fur/ I've been posting to which has been... interesting. Someone's losing their bananas because they think I'm making another Rack2 and going to blow my nonexistent patreonbux on luxury cars or something.

I am still working on this game, though.

7a9ce4  No.33846


Can I have one of your hypothetical luxury cars, anon? Pretty please?

File: 7f67a4b23c058ce⋯.png (1.35 MB, 1000x729, 1000:729, ClipboardImage.png)

067844  No.33749[Reply]

Since the /v/ threads also advertise vidya modding (and /vm/ is basically a dead board), I thought I'd just post my current project here.

So when I learned that randomizers were a thing a few years ago, I found it to be a very novel concept. Earlier this year, I remembered that shit, Super Metroid is fucking popular and it already has a number of item randomizers made for it. I played them and enjoyed the way it spiced up the experience.

My current project is to make a randomizer, but in such a way that not just the items, but the entire game is changed up (much like Roguelite).

10 posts and 16 image replies omitted. Click reply to view.

067844  No.33871

Today was a day where I refactored and tidied up code. I also worked on indexing things in memory. While the memory maps are largely known, certain things in editors aren't displayed, so I worked on finding exactly the data locations I'm looking for.

067844  No.33873

Rejoined the Metroid community discord for modding. Turns out at least 2-3 people have attempted this sort of project before.

Saw this neat algorithm, might use it for when I'm beautifying my terrain


067844  No.33904

File: 15f359041c56aa5⋯.png (12.68 KB, 400x400, 1:1, ClipboardImage.png)

Spend about a week or two trying to figure out a good approach for converting a bunch of room nodes into room shapes. Basically, if each room knows the doors it connects to, then I can block out already claimed rooms/screens, find the midpoint of the doors the room is to connect to, then run a drunken walker to each door, ensuring it doesn't grow the room too large.

This is all a mockup, and I'll actually bump the thread when I have something tangible. The bottom three pictures show the result and how I'd expand from there - the room skeleton, naive shapes on the middle of walls and tops of cliffs to rough it up, and then an analysis of how far you can reach from each platform, and placing additional platforms for mobility - this third stage is probably where I'd start looking at node traversal between doors and seeing what abilities are needed

067844  No.33953

Haven't had much free time. Still thinking of the best way to construct rooms. What I posted >>33904 is suitable for hubs, but not feature rooms.

Once I break an area into regions, each region is broken into 2-4 major rooms that act as hubs/main rooms through that region. These will branch off into separate, linear paths to each feature room. A feature room contains things like save points, major items, etc. Once feature rooms are placed, additional hallways connect them to hub rooms.

My difficulty right now is generating a desireable shape for feature rooms. Hubs can use a combination of walkers, A*, or whatever to rough up the shape, and hallways can use roguelike HVH or VHV lines to assemble a minimum spanning tree between each key feature.

067844  No.33954

Also, most doors are for horizontal traversal, rather than vertical. I quickly counted the number of doors in the game, and got through about 3/4s of it and had something like 7 or 8 vertical doors to 120 horizontal ones. So this needs to be a factor in design as well.

File: 740134f2c521728⋯.png (1.03 MB, 1576x868, 394:217, 2019-04-23_11-27-02.png)

File: 1c195dd575d13b0⋯.png (1.2 MB, 1752x820, 438:205, 2019-05-03_10-31-58.png)

b59aa3  No.33699[Reply]

Tunnel Vision

>A disorienting arcade style "shooter" where you need to make your shots count because you only get one and you control its trajectory the entire time. taking inspiration from movies like Wanted, and games like Superhot. The games main objective and goal is to reach the boss room at the end of the level and eliminate the target by avoiding collisions with anything that might stop your bullet.

>As you ascend the tower, each boss has a significantly larger floor plan, each floor is also randomly generated, making it that much more difficult to reach them. Currently we only have straight tiles to the boss, but are adding branching rooms to allow for full turns and dead ends.

Our 1st place winning submission for our colleges 48 gamejam made by 2 people.



3 posts and 3 image replies omitted. Click reply to view.

07a5e4  No.33704

File: ce3cbee206fef3f⋯.jpg (88.96 KB, 400x400, 1:1, ce3cbee206fef3f6a4d7d71485….jpg)


>Posts Patreon

>Doesn't post game

b59aa3  No.33706


>thinking i expect anyone to actually give me money

boy you got some big expectations for me because i'm full expecting that big 0, to stay 0.

that patreon was thrown together in like an hour. pretty much me just blowing it out my ass to get something up and visible for people to see and to tick off a goal on workboard which i'll prob be graded on for my workterm lol.


only one person has asked for it, a teachers like 7 year old child, who came along for the judging at the gamejam, loved that the dude explodes and asked if it was for sale.

I can throw together the gamejam submission and upload it somewhere but that's pretty much the entire game as of now.

07a5e4  No.33709


Yeah it's kind of an unwritten rule that you should post a demo if you want to beg for money. We're not Kickstarter.

b59aa3  No.33816

File: eea191b42a018a4⋯.png (1.27 MB, 1754x979, 1754:979, 2019-05-20_10-26-17.png)

The game now has a storefront, alongside updated logos and steam integration is coming along.

looking into how i can setup a small p2p lobby so multiple players can play together


b59aa3  No.33817

as well, story wise from the visuals/gameplay what would be your interpretation of the story if there was one?

i have a couple idea's but seeing if theres a common trend to possibly roll with something similar

File: d8d52c2c0c9f4dd⋯.png (1.32 MB, 1128x900, 94:75, steel sauce run.png)

423021  No.33460[Reply]


If you don't think you have anything specific go to progress general and explain whatever you did since the last time you made a post.

If you were pathetic and did nothing in that timeframe shitpost in this thread.


This is how I shall revive this board

Anons who ignore this post are triple nodev

48 posts and 20 image replies omitted. Click reply to view.

5841a0  No.33684


>why you not using a fixed magnitude

Because I'm retarded and I totally ignored the magnitude property despite pouring over the documentation of vectors for hours to write that code. Thank you, sweet genius, I will now be rewriting everything

8427a4  No.33697

File: 77c368964c68e2a⋯.png (16.17 KB, 64x64, 1:1, go_dev.png)

Devs, you can do it! Do the progress! Go get some food and exercise! Just like make game!

Made good progress since the begining of this year, also stop smoking weed and vaping. Just gotta make and keep my money so I can get back to working out and doing dev time.

236886  No.33705

File: 1acdf9d0388e16c⋯.jpg (20.48 KB, 512x460, 128:115, aboutoneperc.jpg)


That feel when you only develop the most autistic games

d396f0  No.33712

File: f8d4f45813354cf⋯.jpg (58.96 KB, 1024x1024, 1:1, example-35051.jpg)

I will not have a demo tomorrow, but you will I believe in you.

b5ad2e  No.33797

It's hard finding work when people think you're a faggot

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

ad834e  No.33714[Reply]


>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.

3 posts and 4 image replies omitted. Click reply to view.

470497  No.33719

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

File: 772745247ea17c1⋯.png (1.42 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: 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)


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.



7daa2d  No.33720

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)


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





Linux (Untested)




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 Post too long. Click here to view the full text.

46532f  No.33721

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)



Simple, autistic lawn mowing for the longest possible streaks

Windows x64 build:


Known issues: Visual glitches on AMD and Intel IGPs

bd1cf5  No.33723

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)


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.


ad834e  No.33732


server's ded now

Here's a link to a newer build that doesn't crash on connect, and some other bugfixes

Win64 only https://mega.nz/#!kxsWgKpD!f5MxvJGYDxWMztGRMaDT4MGydFEayjheWhFApwx_7Vo

File: 99bf0949e0e5806⋯.jpg (8.85 KB, 256x256, 1:1, BrackeysLogoOpt.jpg)

468992  No.29372[Reply]

>Thanks for tuning in at Brackeys

3 posts and 2 image replies omitted. Click reply to view.

d6bd21  No.33606

i have aids

b273f0  No.33631

File: d86470bfb2e3052⋯.jpg (417.11 KB, 1121x1123, 1121:1123, windows lore.jpg)


He was the one who taught me the basics of C# programming in Unity and who got me interested after I'd found the engine. So even if he looks like a Swedish Hipster Faggot nowadays. I still like and respect him (as much as you can a person you've never met).

9b6bf1  No.33661

File: e8bbfbe76f67db0⋯.jpg (351.01 KB, 1199x1306, 1199:1306, WindowsUpdate.jpg)


Now I want someone do a /tech/ translation of a loli doujin.

366f66  No.33707

File: 2ae3e3af043f414⋯.gif (300.96 KB, 350x464, 175:232, 1420840657841.gif)



9b6bf1  No.33708


[Gomennasai] Anoko wa Toshi Densetsu. That Girl is an Urban Legend.

It's good

File: abe62a98cc92203⋯.gif (3.54 MB, 600x326, 300:163, absolute absolute final te….gif)

d832be  No.33616[Reply]

This is my first time post so hopefully it works properly.

Be an evil alien God in this turn-based strategy where You play as dread Cthulhu!

Draw and create your own nations to add an all new layer of depth to your strategies.

Coming this spring to a PC/Mac/Linux near You.

Am I allowed to shill my website? https://www.cthulhu.fun/

9c027b  No.33617


so, its risk with magic?

0ed84f  No.33618


Your website is hideous and slow, your dev blog is empty, and your post would make a blue checkmark twitter sycophant shill blush. I'm going to bully you until you post progress on your next game since this one is clearly done

d832be  No.33619


Yeah basically. I really hate the RNG mess Risk combat turns into so it's kind of like Hearthstone + Risk but with the garbage luck factors boiled out of them.


Lol I am very bad at writing and art, as you can probably guess. Honestly I know it's future-thinking but I'd love to use any money I can get from this game to make a Cthulhu Catharsis 2 that looks really slick.

I only made the website last week and it's kind of a rough draft, but the game definitely needs like a month or 2 to cook. Like I need to fix my multiplayer setup because it's half broken right now haha

0ed84f  No.33620


The art's fine, just keep it all the same style. What problems are you having with multiplayer? You using an engine, libraries, or did the networking yourself?

d832be  No.33621


I'm using whatever Gamemaker's giving me. Since I put in the make-your-own-nation mechanic though I'm just trying to figure out how to send the sprites between players. I'm not sure if it's gonna be difficult or not but I plan on trying it out sometime this week. Then I've got:

>put in boats + a raiding mechanic

>put in AI

>put in save/load system

>make up to 5-players work

>polish a lot

And that's basically all the features the game will have, aside from some unlockable cosmetics and Steam achievements/cards. I'd also love to figure out the whole marketing thing because it's really just my 5 friends who like this sort of game who are excited for it.

Being able to sell 500 copies at $15 seems insane to me, but it's what I'd need to justify not having worked at McDonald's all this time instead. Really though I'd be happy with aiming for 100.

File: 1445288881386.swf (1.8 MB, Kike_Klicker.swf)

70c07e  No.23218[Reply]

Ever wished you could carry out Hitler's dream? Want to rid the world of those filthy Jews?

Well let me introduce "Kike Klicker", a shit knock-off of the somewhat well known autistic time waster "Cookie Clicker"


It's currently pre-pre-pre-alpha, honestly just uploading this version for shits and giggles.

Suggestions welcome.

41 posts and 12 image replies omitted. Click reply to view.

80d9c5  No.29386


>Wow, you must be really edgy, kid

Not as edgy as someone who digs up a three year old thread to insult its creator.

725150  No.29389

File: ef0eb7930d85749⋯.png (151.34 KB, 327x296, 327:296, Sir-Richard-Hammond.png)

86d661  No.29391

File: ac856d53a73abb5⋯.jpg (12.83 KB, 209x140, 209:140, plane1.jpg)

e78354  No.29804


Godot confirmed for /ourengine/.

7bdbb4  No.33604

How do you run the final version? The one that was posted in 2016.

File: 1461688077594.png (7.58 KB, 200x72, 25:9, Godot_(game_engine)_logo.s….png)

6419cc  No.26553[Reply]

So I have actual experience with coding in multiple languages, but for games I mainly use Construct 2 for development due to simplicity, etc, etc. I have my own minor problems with it, but I'm gonna be taking on a larger project soon, so I'm wondering if learning godot would be a better choice.

Note that I took a quick look at the docs before, and it looked a little complicated, so I passed on learning it...

5 posts omitted. Click reply to view.

6419cc  No.26660


I might just wait until they have decent documentation then. I've heard its a powerful tool but I can't stand incomplete documentation. I think I'll just pass then, for now.


>Tell us about Construct 2. Is it harder or easier than game maker?

It's really simple. Easier than game maker, no coding required. Pretty much drag and drop-tier. The main reason I got into it was because it's made to look similar to Visual Studio, which was what I used at the time before I knew /tech/ was a thing. I'd recommended it for short and small projects but not a whole lot above that.

>game editors like W[a]rcraft and Starcraft

Nope. I wasn't aware they had game editors...?

6419cc  No.27401


The documentation has come far.

Is it possible to export construct in another language?

f07663  No.33560


0e705c  No.33601

Godot is bredy gud. Learning it myself atm, gdscript is a lot like python but it also has visual scripting. and there's more tutorials being put on youtube every day.

a92763  No.33603


Just a shame that the 3.x versions are not that toaster friendly.

File: f59351b71d4931e⋯.webm (6.85 MB, 500x282, 250:141, bsragdgtrailer.webm)

2df1d4  No.29841[Reply]

This is the AGDG Demo Day Thread for this WIP, turns out I hadn't made a thread yet for this game.

Currently in pre-alpha stage. Mainly a weeb third person shooter with flight combat, tower defense, and RPG elements. There is lewd but depends on final release platform.

agdg demo day higher resolution trailer:


agdg demo:


23 posts and 9 image replies omitted. Click reply to view.

c0f7f7  No.33063


Can we get the camera going a bit higher so we can see over the character? I get that the point is looking at a cute animu girl, but it detracts from the rest of the game if she's occupying most of the camera space all the time. I did notice that the camera shifted when shooting, but that's really not enough.

Wouldn't it be a better option if you had an "inspect button", like some shitty shooters have to look at your guns, only here it'd be to look at the girl with a closer camera and even changing the controls to rotate the camera around her?

This way, you could appreciate the girl whenever you want but still get a decent camera for combat.


Crab bucket mentality, cheering for the underdog, etc could easily explain it.

You also don't specify what your attitude is, it could just be that you're unlikable?

Or maybe, like other's suggest, your game was pretty but had bad gameplay?

Games with unique gameplay are rare, pretty games are not. If someone makes a game that plays specifically how a playerbase likes it, they won't give a fuck about how it looks. If someone makes a pretty game... Hope you like competing with AAA for an incredibly stale market that impresses nobody anymore.

Of course, we don't know what your game is so it's not fair to make these kinds of judgement, so why don't you link it here?

cb6e27  No.33158


What engine did you say you made it with?

280602  No.33220

YouTube embed. Click thumbnail to play.


New idea, use Japanese voice actors for the english dub

a6c7fe  No.33587

File: 7eb7b7c45fb4918⋯.jpg (84.26 KB, 744x800, 93:100, 7eb7b7c45fb4918ca82fc8796a….jpg)

Is it dead?

f171d3  No.33920


>your game was pretty but had bad gameplay?

He has no game, notice he said "proposals". He is butthurt his "high quality" ideafagging was shot down, so he came to dump on an actual game.

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