[ / / / / / / / / / / / / / ] [ dir / 2hu / bantifa / civ / komica / monarchy / shota / yuri ]

/agdg/ - Amateur Game Development General

AGDG - The Board
Winner of the 75nd Attention-Hungry Games
/caco/ - Azarath Metrion Zinthos

March 2019 - 8chan Transparency Report
Comment *
Password (Randomized for file and post deletion; you may also set your own.)
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
(replaces files and can be used instead)
Show oekaki applet
(replaces files and can be used instead)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 16 MB.
Max image dimensions are 15000 x 15000.
You may upload 5 per post.

Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 229af92ed128058⋯.png (264.69 KB, 1280x800, 8:5, fall_demoday_new.png)

40944d  No.32567


Demo-lition edition

>What is demo day?

A seasonal community event in which your fellow nodev anons show off their vidya, and for you anons to do what you do best.

>That is?

Play our vidya, and tell us how we can improve, show us the untapped potential you see, tell us how much our game sucks (or doesn't, after you've played it of course), and why it does or doesn't suck.

Obligatory Notices

Please post criticism/bugs/etc in this thread.

40944d  No.32568

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


779f79  No.32569

File: 782a9587a5829d7⋯.png (465.05 KB, 640x480, 4:3, sigma2_2018-11-11_03-34-57.png)


This is the latest build of my game engine, Sigma 2. Since last demo day it has occlusion culling finished, so it can run much faster. I only built it for 32-bit windows and 64-bit Linux today. If you need a different kind of compile ask and I can set it up probably. Vulkan support has been disabled while I rewrite most of the Vulkan code. However the OpenGL code has been rewritten to run much faster, so it's much more optimized.

I noticed on Linux it runs much worse, but maybe that's just my mesa driver. It's basically software rendering at that point... also, if you are on Linux, you have to bind your keys after the engine starts, but that works the same as any other game on a iD software/Valve engine, so it should be easy enough to do. There is some bug on Linux about reading the config file.

Windows (32-bit) (598kb): https://my.mixtape.moe/xdmozk.zip

Linux (64-bit) (813kb): https://my.mixtape.moe/jobsch.zip

Hopefully it's interesting to look at. If you want, set "r_wireframe 1;r_restart" to look at how the occlusion culling does it's job.

15fd5f  No.32570

File: f4c36bc3f344991⋯.png (386.78 KB, 1280x720, 16:9, 1.png)

File: 399a70459c0f581⋯.png (174.35 KB, 1280x720, 16:9, 2.png)

File: 59d551cb8611858⋯.png (111.93 KB, 1280x720, 16:9, 3.png)


My project is a currently nameless tactical RPG in the style of games like Final Fantasy Tactics and the Fire Emblem series. It also takes inspiration from some /tg/ systems mechanically.


I have three gameplay modes planned: Story - a singleplayer campaign; Scenario - scripted single battles where you're given predetermined units and an objective to complete; and Skirmish - a vs mode where you can play against the AI or another player via hotseat multiplayer.

The demo showcases the Skirmish mode and combat system with three different parties to choose from and two maps to play on. Eventually, I plan on implementing a teambuilder and allowing play with custom parties rather than just presets.

30adcb  No.32571

File: e98c86ec1f1a0d4⋯.png (16.13 KB, 1024x768, 4:3, ss_1.png)

File: f43bac590bb97c0⋯.png (16.79 KB, 1024x768, 4:3, ss_2.png)


NimPuzzler (Placeholder Title)

Sokoban-inspired 2D puzzle game where you play as a bunny girl. There's a pack of around 30 simple demo levels included. It's still very early and basically a prototype so many things aren't done or may change (like animations, sounds, art style), but feedback on if it runs well, how controls feel or any issues found are appreciated.

>What are the controls?

The placeholder title-screen has the controls for controller and keyboard input. If you have more than one controller connected just the first one detected is used right now.

>What are the requirements?

Should be very toaster friendly but I've not tested certain setups like Windows XP or 32-bit Linux. If you run into problems please let me know. Windows and MacOS users don't need to worry about any dependencies. The Linux version isn't nicely packaged yet, so Linux users will need to launch the executable via CLI and will need SDL2, SDL2_ttf, SDL2_mixer and SDL2_image installed.

>What else is there besides demo levels?

There's a built in editor that comes with the game. Press F1 when in game and you'll swap to editor mode. From there you can create edit or create levels. Levels are stored in the assets/levels/ folder for Windows and Linux or inside the .app bundle in the Resources/assets/levels/ folder for MacOS users. The editor is still work in progress so some functionality is missing and there are a few gotchas but it's usable. I recommend you look at the included levels to see what certain fields like 'next' and 'teleport' on entities are used for. There may be a few bugs with how certain entities interact since I've not tested them all with each other yet.

>Import/Export Level Images

Rather than needing to upload the .lvl file to share a level you've made with the editor you can export it using the "Export as Image" option under the File menu. That will create a PNG in the levels folder that you can post. To import a level someone has posted: download the full sized PNG (the thumbnail won't work) then drag and drop it from your file manager into the game's window.

Download links:

Windows: https://mega.nz/#!B2oGmS5B!kKKFng6jPzgnbdWgRkP5lr2SKJGdsfioh9WTV35EEMc

MacOS: https://mega.nz/#!Z3Ym1QiZ!h5qp1N-YzAF0RXaaPo0cooLruprBSM57DvdcbJK5Dow

Linux: https://mega.nz/#!VuxWnAza!Tje2Qzb_nQkmP5Mv1qg3g-dUXo4QPXHm1LaBw24u3NY

45370c  No.32572

File: a1808da2503ad8a⋯.jpg (225.25 KB, 1920x1200, 8:5, Beelzedd11 Screenshot 2018….jpg)

File: 07e34804338a591⋯.jpg (116.6 KB, 1920x1200, 8:5, vlcsnap-2018-11-11-13h12m3….jpg)

File: d71d33cadf27b77⋯.jpg (214.13 KB, 1920x1200, 8:5, Beelzedd11 Screenshot 2018….jpg)

File: bca1b3bdf1306f2⋯.jpg (172.63 KB, 1920x1200, 8:5, Beelzedd11 Screenshot 2018….jpg)

File: 4599423044e9037⋯.webm (14.72 MB, 1280x800, 8:5, Beelzedd11 2018.11.11 - 0….webm)


I missed two demo days and it's time to show something for it. This is BEELZEBOX, an action RPG. I'm trying to re-capture some of the charm of the original Diablo, with a bit of a twist: the game now has an optional firt person mode, as well as new models and animations made by the awesome trolldude. Everything is still WIP but I hope you'll have fun exploring the village and reaching the boss on the 4th level.

DOWNLOAD HERE (Windows 32 bit):


You can either give your feedback here or in the dedicated /agdg/ thread:



Left click – attack/move

Right click – activate skill

C – skill level up screen (you choose skills from the menu to the bottom right)

I – inventory screen

Alt – highlight all items

Tab - switch automap opacity

Space - toggle first person mode

Shift + click - attack in direction of cursor

1,2,3,4,5 - use potion on belt

Esc - menu. duh.

in first person mode:

WASD - movement

Middle Mouse - toggle freelook

Left click - attack and pick up items

e77eba  No.32573


Everyday Life Demo 2


>Grass tech, pick the scythe to cut grass passively

>Prototype farming system, pick the hoe to place plots and pick seeds to plant crops on the plots

>Basic pickable items, run over an item to pick up, right click to drop, left click to use.

>Added ambience sound

>Greatly improved graphics

>Cloth physics added to Adam's clothing

>Terrain and Aldrasil tree remade (terrain still has some flaws, will be fixed next demoday)

>Replaced some of the placeholder animations with final ones (run, jump, walk), some animations will still receive tunning

>Elly and Sasha are in the game, but you cannot interact with them yet




Linux: (we do not have a linux system, this version has not been tested! Please tell me if it fails to run)



d4a546  No.32576

File: 600996e902dac26⋯.png (72.33 KB, 1024x600, 128:75, DemoDayScreen.png)


Trigger Control

A game much like Receiver that focuses on realistic gun handling.


esc - exit

tab - free mouse


wasd - walk

qe - lean

space - jump/mantle

ctrl - creep

ctrl - grab ledge

ctrl + w/s - climb up and down the ledge

ctrl + a/d - move horizontally along the ledge

ctrl + scroll - adjust stance

alt - free look

left click - pick up the item you are looking at (only when a weapon isn't in your hands)


~ - holster weapon, draw weapon

1234567890 - put in inventory, draw from inventory


left click - pull the trigger

right click - aim

z - insert mag

x - remove mag

v - toggle safety

f - pull back the hammer

hold r to pull back, release to let go - pull back the slide

t - release slide lock

The windows builds work on my machine, the Linux builds are untested.

Windows 64 bit


Windows 32 bit


Linux 64 bit


Linux 32 bit


115526  No.32578

File: 2d9aa73a05e6bb6⋯.webm (1.12 MB, 1024x600, 128:75, 2018-11-11-2105-13.webm)


Nice game. Can't wait for updates.

Some complaints:

- 1024 x 600 is an awkward resolution.

- It would be nice for the walls to have bullet impacts or for there to be targets.

- Recoil is unrealistic and so is being able to hold the weapon without any shake.

- Have more weapons.

- Esc is for menu, not exit. Alt-F4 is for exit.

115526  No.32579

File: bf587fb58be78a0⋯.png (Spoiler Image, 1.21 MB, 1280x960, 4:3, bb.png)


Nice puzzles. Having an indicator of the current level would be useful. Same with having the ability to save/load. I was enjoying the game but also wondering how much is left.


Why does going up the crypt stairs set the player near the fountain? Is there anything to do in the town other than explore? The crypt is boring. It's possible to run past all the enemies. The player is faster than all of them and even when the enemies get near, they miss when the player is moving. All enemies are similar and don't use any special attacks.


I made some plots and explored. Graphics are nice. Not much to do.

d4a546  No.32580


Glad you liked it. I can't wait to give you updates.

>1024 x 600 is an awkward resolution

That's the default Godot resolution. I'll see about changing it to something more reasonable until I can get an options menu in the game.

>bullet impacts or for there to be targets

Bullet impacts are coming soon. Targets will come soon-ish

>Recoil is unrealistic and so is being able to hold the weapon without any shake.

Recoil will be added in the future. I hadn't thought about having the weapon moving around slightly when idle. I can't use the "my goal isn't realism" excuse so I guess I have to add it. I'll see if I can get something that's fairly realistic and not too annoying.

Speaking of realism I haven't even added the mechanic that will make the game live up to it's namesake.

>Have more weapons.

They are coming, but are a ways off. Current list.


-precision scoped rifle


-sub-machine gun

-full sized pistol (.45 acp)

-compact pistol (9mm)

The full sized pistol will have a suppressor (because the .45 is subsonic) while the compact 9mm will have a larger magazine capacity and all the guards use 9mm.

>Esc is for menu, not exit. Alt-F4 is for exit.

Easy enough to change. That frees up the tab key for something else. Hmm...

be6877  No.32583

File: 8eee16fd7c881ce⋯.png (92.27 KB, 546x414, 91:69, 3.png)

File: 6e4eb11411cf798⋯.png (96.8 KB, 541x414, 541:414, 4.png)

File: 46c8e27e2454351⋯.png (65.83 KB, 542x412, 271:206, 1.png)

File: 1f0cbd52b3c737d⋯.png (215.82 KB, 539x408, 539:408, 2.png)


I'm throwing this up because why not.


It's an RPG Maker Horror game, which I realize is like saying it's early access survival-crafting game, but I figured fuck it. I was drunk with a friend one night, came up with a story we liked the idea of, and figured fuck it, make video-game. So here is the result of our collective mistakes.

This all being said, I like to think it's a little bit better then your average schlock trash. While it isn't implemented yet, I want to try and put a real-time combat system in, with tool-usage similar to that of 2D Zelda games. The story is in the game somewhat, though only the very beginnings. The only art work that still uses the RTP is the character sprites and character profiles, which are planned to be replaced at a later date. The game also doesn't have a proper into sequence because I haven't decided on how I want the intro to really begin.


115526  No.32584

File: e401792f894a803⋯.jpg (79.74 KB, 1280x720, 16:9, pistol_correction_chart.jpg)

File: d407c5d99d969b6⋯.png (72.75 KB, 1274x935, 1274:935, cozy_room.png)


Recoil is more important than shake but it would be a nice touch. It's weird to fire and gun and have no recoil. The trigger pull sounds like a tough mechanic to make. There's several things to keep in mind.

- If the trigger is pulled for too long, there will be shake.

- If the trigger is pulled too fast, the gun will be jerked.

- Most triggers have a soft creep followed by a hard break.

- There's distinct differences between double action, single action, and striker fired triggers.

- If you want to be super realistic: The amount of ammo in the magazine makes the gun heavier, thus recoiling less, but will also have more shake.

One way to do it would be to have a bar that goes from start to finish. That represents the pull. There would be line in the bar that progresses and has stages depending on the type of trigger being used. If the player clicks early, it simulates a jerky close distance shot. If the player times, then the shot will be accurate.

A simpler way to emulate it would be to focus on the shake. The player "aims" and the shake stabilizes before gradually speeding up again. If the player waits too long, they have to "aim" again. A lot of FPS games have this mechanic. It's usually affected by whether the player has been running or if they're crouched/prone.

There's a lot to keep in mind when going for realism. You'll have to draw the line somewhere. You could skip this entirely and focus on the operation of the gun.


It's a real tease that it's impossible to interact with the bloody character at the beginning. I thought it was because I couldn't figure out the controls. It's also weird that it's impossible to leave. I picked up a sacred icon and it saved me when I was attacked by the shade. The music that starts during the attack lasts too long.

be6877  No.32585


Ah, wait. Did you not start in the Jail Cell?

115526  No.32586


Nope, I started outside.

be6877  No.32588


Did you load one of the saves? or did you Start a new game.

115526  No.32589


I select "New Game" in the main menu and it immediately takes me outside. I tried to save a game in the bed but it wouldn't let me. I figured it's disabled for the demo. The "Continue" option in the main menu is also grayed.

115526  No.32590


Also, selecting "Shutdown" in the main menu doesn't shut down the game. It does nothing.

be6877  No.32591


Huh. That's weird. I'll look at the .exe that I posted and see if I somehow posted the wrong one.

That or mediashare did something to the game.

be6877  No.32593



Okay yeah, this is NOT the intended demo. Fuckshitdamnit. It seems like I accidentally gave the link for an outdated ver of the game. THIS one should be the correct one.


115526  No.32594


The game starts in the cell this time. I have a lit candle, a shiny key, and some glass shards. I'm stuck now. I'll look around some more. I wonder what the text in the center floor lobby says.

d4a546  No.32595


Here's what my plan was.

Press mouse button, vertical bar shows up with a dot at the top.

Drag mouse back, dot moves back. Straying left or right moves the dot off the bar and rotates the gun accordingly.

When the dot reaches a certain distance back the hammer falls. There is very short time after it is all the way back, possibly a frame or two, before the gun actually fires. Going too far back causes the gun to tilt down, but there is a dead zone to give some leeway.

If you pull the mouse down quickly and can't stop at the right time, you jerk the gun down.

This offers a number of things.

1. Inexperienced players will often aim low, just like how in real life inexperienced shooters will jerk the trigger/anticipate the recoil and aim low.

2. In order to fire quickly and accurately you first have to practice firing slowly and speed up, just like in real life. Slow is smooth, smooth is fast.

3. It offers that anticipation with a slow trigger pull you get in real life as you creep the trigger back bit by bit, more and more, until BOOM the gun goes off.

4. Heavier trigger = a lot of mouse movement to move the dot a little , lighter trigger = very little mouse movement to move the dot quit a bit, hard break at the end = more mouse movement at the end

4.5. The ease of horizontal movement does not change with the trigger, which means a lighter trigger should generally give better accuracy.

5. There's a good reason reason to cock the hammer of a double action revolver. You get a shorter, easier trigger pull.

It's far from a perfect analog but it goes a long way.

With what you've said about shaking I'm thinking that the gun should move down to a low ready when the player releases aim, and when they hold aim the gun jumps back up to where they had it previously. While holding aim the shakes start out minimal at first, then get worse and worse. The player can release aim, the gun goes into a low ready, and the shakes die back down.

This gives a reason to not be aiming all the time, though I think a quick click should toggle aim (for room clearing) while a click and hold lets the player adjust their aim. Also I think this will make aiming feel better in general, to be able to snap the gun into position rather than dragging it there.

>You'll have to draw the line somewhere.

No I don't. When someone downloads the game I'm going to kidnap them, give them a gun loaded with live ammunition, and make them clear a building filled with actual drug dealers and terrorists. It's the only way they can get the authentic Trigger Control™ experience.

But seriously, I think I've gone as far as I can feasibly. I realize it's a pretty big risk and a bad tutorial or poor communication generally could kill my game before it's even had a chance.

115526  No.32596


The title of the second floor right wing is wrong. It says "Left Wing (2nd Floor)".

115526  No.32598

File: e7378f3752c3f74⋯.png (151.85 KB, 1032x746, 516:373, plant.png)

What's special about this plant? The 4 statue puzzle resets when the room is left. Also, it seems that if you use the chest only after solving the puzzle, it still gives the message that it can't be opened. It's necessary to use it twice. It's surprising that the code in the chapel isn't used for the combination lock. Picking up the charcoal doesn't put it in the inventory. When you try to leave you get the message "she isn't still here". Who's "she"? That's only on the left side of the door. On the right side, the message is different.


Looking forward to your next demo.

30adcb  No.32599


>Nice puzzles. Having an indicator of the current level would be useful. Same with having the ability to save/load. I was enjoying the game but also wondering how much is left.

Thanks. The full game will have an overworld that splits up different areas and puzzle types, so you'll be able to see how far along the game you are and have a bit more context. Plus save files and all that jazz.

be6877  No.32600


In a later release of the game, that plant is going to be hiding a note. I plan to have hidden notes throughout the game revealing more of the story, usually hiding them like that, or putting them behind optional, more discrete puzzles.

The statue thing resetting is there on purpose so that if you mess up and lock yourself, you can reset it. As for the chest acting weird, it's because iv'e got several events daisy-chained together but the game refuses to do a check for them unless you activate the chest. I can fix it by removing the event that tells you he can't open it, but then players think the chest is jsut scenery. Still trying to find a proper work-around.

I'm not a smart man. I had it set as a 'key item' which means it doesn't appear in your inventory screen, woops. It's not important for any event currently in the game, so not a huge deal.

There is someone else in the Jail cells with you. That is the 'she'. The messages on the door are different due to event fuckery. I'll try and fix it.

I never knew, but if you input the wrong code for the door the first time, every subsequent attempt will say it's wrong. I have NO idea why this is, as it's just a repeating conditional branch, and should just reset. I'm also pretty sure it worked in the past. Sorry, I'll try to fix that as well. But it should still work as long as you have the code the first time you interact with the door. That's where the other half of the current game is hiding.

45370c  No.32601


>Why does going up the crypt stairs set the player near the fountain?

because it's not done yet

>Is there anything to do in the town other than explore?

No NPCs yet.

>The crypt is boring. It's possible to run past all the enemies. The player is faster than all of them and even when the enemies get near, they miss when the player is moving. All enemies are similar and don't use any special attacks.

I imagine this would appear in reviews. Thanks for pointing it out. Some were concious decisions so it's fixable

fdc105  No.32602

File: 4c1f3e6899a7949⋯.png (211.44 KB, 684x656, 171:164, traditionalthread.png)

File: 98805e5f0b7444a⋯.png (149.9 KB, 1360x664, 170:83, memewarthread.png)


Meme War

A forum so gamified, it's an actual game. Like Minecraft, you survive, acquire resources, and make the world in your image. The main difference from Minecraft is that most of the "blocks" you post have links or lengthy text comments you type up. I included these two pictures to give you an idea of how an 8chan thread looks in Meme War format. You can also check out the "infodrug feed" for a more traditional view of all the Meme War content. You can even reply to posts from there!

If you have issues, make sure to include the http:// explicitly: http://memewar.io (failing that just use

115526  No.32604


I got past the combination lock. It took me a few times to figure out how to use the glass to get past the painting. It was the same problem as the chest, it had to be activated twice. Using the big key, I went outside. The FPS got lower here which is weird because the game seems toaster friendly. I collected some of the medallions but kept getting killed by the shade. I wonder if the shade is actually the girl in the cell. Not being able to load is annoying at this point because I have to do everything again when the shade kills me.


It would be nice to have more interaction with the environment and more enemy variety.

be6877  No.32605


It's required to interact with the painting twice since you can enter that room without ever grabbing the shard. The other reason, is because people who I had play test would get confused as to why the suddenly appeared in the tunnel. Also, not able to load? Did you never find the save room?

115526  No.32606


The save room is in the second floor right wing. I interact with the bed and get an interface for saving but when I try it, it doesn't work. I get an "error" sound.

be6877  No.32607


Oh Christ not this problem again.

This is an issue I have from time-to-time where saving will randomly stop working. I haven't the faintest idea what exactly CAUSES this to occur either. Normally it'll just go away after awhile and everything will work again. Iv'e tried asking forums for help in the past, but no luck in determining what exactly is wrong.

115526  No.32608


Darn, I thought it was disabled for the demo or just not yet implemented.

be6877  No.32609


Yeah. It really sucks.

Besides that though, and the minor issues pointed out that iv'e fixed in the current build, what did you think overall?

115526  No.32610


It's rough around the edges but it has potential. I liked it overall. Even in its current state, it kept me occupied for hours. It's discouraging to keep playing when there's game breaking bugs and deaths mean having to do everything all over. It needs development. I'm interested in finding out the lore like why the character is there, who the girl is, who the monster is, who the castle belongs to, why is it in ruins, and so on.

I forgot that demo days existed until seeing this thread. I'll consider including my own game for the next one. I didn't plan on releasing it but it would be exciting to see anons play it.

d4da87  No.32627


did you write the engine or are you using something like unreal or something?

d4a546  No.32628


I'm using the Godot game engine.

4110e8  No.33043

File: 7c82a99ea049beb⋯.png (84.16 KB, 800x600, 4:3, 153964075872.png)


Interesting idea, however, link and pic-related.


512765  No.33295


That + politics. I get why more and more people are moving to much more moderated communities to try and avoid the current "culture". My inner tinfoil-hat tells me someone is behind the mass dumbing down of millennial's and Gen X who'd otherwise oppose the status quo. More realistically though, it's probably that but to a larger extent just instant gratification and shortened attention spans.

368e92  No.33310


Why would somebody have to be behind it? Humanity was given the society it wanted. As long as you can show up to work every day, then society is designed to keep you alive. Kinda like how cows don't need to do anything except eat grass and grow. The side-effect is that people become stupider. If there's no reason to learn things, then most people are going to be perfectly content going through life ignorant.

We also insulate ourselves from danger. Initially this meant protecting our homes and families, but slowly things have gotten worse and now people want to be protected from thoughts that make them feel uncomfortable. Eventually people will get scared by anything they aren't familiar with. The scariest thing is that humans want this. I once had a supervisor complain to her boss, saying "he makes me feel unsafe". This was in a fucking factory lol. We have these people in the blue-collar industry now.

Anyway this rant doesn't belong here really. My point is that people are perfectly capable of destroying their own society without any external force.

eccf91  No.33350


>Humanity was given the society it wanted.

Not really. Colonialism forced this way of life upon the rest of the world.

They didn't want it, they were forced to accept it. And it doesn't end there.

The forced institution of fiat money puts everyone into debt slavery.

The banking cartel don't have to work. They just leech of the rest of mankind like parasites.

2c0beb  No.33386

YouTube embed. Click thumbnail to play.


I wasn't making the argument that you as an individual wanted this. It's what out society collectively decided. I live in the west and therefore I talk from a western perspective. There are cultures out there that do things differently, but so far it seems that capitalism is the only system that's working. Unfortunately it's also self-destructive.

>The banking cartel don't have to work. They just leech of the rest of mankind like parasites.

Debating this would require a comprehensive explanation of how economies work. I'm not prepared to do that here, however The Ascent of Money is a good primer.

[Return][Go to top][Catalog][Nerve Center][Cancer][Post a Reply]
Delete Post [ ]
[ / / / / / / / / / / / / / ] [ dir / 2hu / bantifa / civ / komica / monarchy / shota / yuri ]