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Progress General Deveropa 04/29/2020 (Wed) 20:07:32 ID: 26606f No.123
Post what you're working on.
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Weekly progress >Added small splash animation >Continuous integration Dumped a lot of time to setup actions on GitHub. But now it automatically deploys to itch. >Pioneress now can do emojis Hope, CI will payoff in the long run. It took a lot of effort.
>>228 >emojis *Emoji, because they're Japanese.
>>229 >Emoji Thanks I didn't knew they are Japanese. But dictionary says >plural emoji or emojis
>>230 The dictionary also says that "nationalism" means something along the lines of "excessive patriotism", which it does not. And there are different dictionaries with different definitions. It is listed because enough idiots who don't know better have used "emojis" as the plural form despite that it is uncountable, being from Japan (and the worst thing to come out of that shithole in recent memory).
I've had this guilty urge lately to say fuck doing my own 3D engine and just use Unreal.
>>232 Whoa there, Anon. Don't be too hasty tbh.
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moar sprites still feels like they're missing something but I don't know what.
Hey /AGDG/ there's something I want to bounce by you guys, because I've been on the fence about it. I'm an anon who has undertaken the task of making a rewrite of feralpheonix's Uncommon Time, last year. As far as script, I've made a whole ton of progress on that front- about 70% done to be precise. Lately however, I've been meditating on just what kind of game I'd want to make. I've realized that the Uncommon time Project I've been making is exactly what I want to make. The problem is, I've been getting into Godot, and part of me wants to use parts of the story and go on my own path with it. I really don't know what to do, /AGDG/. RPGmakerVXAce is nice, but it has the problem I have with most of the entry-level game engines: accessible with some things, but completely asinine if you want to do anything more advanced. The thing is, I'm still learning how to use Godot. I have plenty of programming experience, except that It's frustrating trying to relearn how to program in GDscript. The last time I did game programming was flixel with Actionscript 3, that was years ago. It wouldn't be too hard for more to reimagine the characters, the setting and the world for what I've made for my Uncommon Time project, the problem is, I would have to redo all the busywork-related assets by scratch. If I do this, I would be able to actually sell the game for money, and not be bound by the requirements of Uncommon Time as an IP. The flip-side, with just using RPGmaker and hacking my way through with it. I could actually get this project done. I wouldn't make any money with it, and FP could have a reason to get pissed at me, but it would be an actually-done game. At times, THAT is the most important. I don't know what to do /AGDG/ what should I do?
>>123 https://www.youtube.com/watch?v=O60Pd7bDKQQ we made a trailer for the project in OP
>Start porn game >It's niche, not fetichistic shit, but niche >Slowly build fanbase >Very very slowly >Depression attacks >I stop publicly making updated >In that time my popularity explodes >But since I'm not around people assumed I abandoned the game >I didn't, I was working on it, just didn't want to interact with anyone >mfw I lost my oportunity to ride the wave Damn it.
>>238 are you JackONinedev? Porn is the easiest way to earn money these days, just make a triumphant return and people will eat your shit up. Even better, tell your story to your followers and you'l get extra support also post spoilered samples
>>239 >are you JackONinedev? Nah. I think Jack-O-Nine Tails is a cuck brothel game. >just make a triumphant return and people will eat your shit up I really don't want to rip people off or something. The porn game scene is bad enough as it is. There's still people supporting me, but if I continued to post progress and updates I'd have more money now without being a piece of shit. >Post spoilered samples I know, >3D gobbos from illusion, but when I started I didn't have a lot of options. I'm learning hot to draw for my upcoming game, both traditionally and pixel art for my upcoming game, last pic related. I'd also love to hire an artist for my other projects, because I really don't want to use Koikatsu, but I just have to. I'd share my profits on patreon, but I don't really make a lot of money.
>>240 >Nah. I think Jack-O-Nine Tails is a cuck brothel game. guy was agdg too >3D gobbos from illusion the style makes things nondestinct. I think I might have seen your game... even a demo, a while ago on 8. But that could have been another guy using Illusion's models If you feel like a piece of shit about taking peoples money, just make an update to the game. Make it worth their time though they are coomer degenerates and perhaps should be milked dry instead
>>241 >guy was agdg too I know he was, but that doesn't change how I feel about a game where you only train your waifus so they can be fucked by others, regardless of the option to keep them, it means nothing if the end goal of the game is making money out of selling them. >the style makes things nondestinct I know and I hate it. Most people use Honey Select or that new one that came out relatively recently, though. I use Koikatsu because of a more anime style, since I wanted the game to be 2D in the first place. >If you feel like a piece of shit about taking peoples money, just make an update to the game. Make it worth their time I already am, I did release an update recently, but it's far from what I wanted it to be. >though they are coomer degenerates and perhaps should be milked dry instead I only have 4 patrons so who knows. And I know one of them just pledges out of pity. I wish I could make enough to actually focus on game development exclusively. Here's a link, if you are interested. I don't have anything behind pay walls because that's gay. https://mega.nz/#F!0dt01SKR!r5TuTMcYfA1woIdH6JGYcA
Weekly progress >Finally made a menu >Arts guy made decent looking level >I had to refactor this unmanageable mess with few dozens of objects On the bright side I was forced to learn to make tiles that are bigger than one tile. >>231 I'll keep that in mind
>>242 >Ich will yeah that was what I remember good luck on the new project, my dude. Hope it will fare better. Don't let depression get ya, the fact you have patrons at all and have people that care for your stuff, even if degenerate, is reason enough not to take the blackpill.
>>243 Looking good, anon, keep at it!
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I got raycast and damage response working. Now all I have to do is actually program an enemy AI. Should be totally easy. :^) :^(
>>246 Good work. >npc ai Maybe study A* path planning Anon? https://www.gameenginebook.com/
>>249 It's Unity, so I can likely use their navmeshes. If not, then I could make use of A*. Thanks, anon.
Weekly progress >Implemented dialog system. It's simple AF, but took a lot of time to figure out.
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working on implementing a basic jump mechanic, the main problem i'm having is I don't know where to put the last block to prevent mashing the jump button for infinite height. >inb4 fisher price code i've always hated programming, i've just started working on this for real and it should come on its own while I'm working on it.
>>253 >Fisher-Price code Is that Scratch? I've always thought it looked like a great approach to teach beginners programming logic. Eventually you'd want to leave the interface behind for simple text itself, but the enforced structure is probably helpful in the beginning when you're just beginning to learn coding I imagine.
>>254 it's Stencyl, working on making a metroidvania since there was another guy doing the same thing with the same engine (Ghost Song), but after I started working with it I found out that he switched to Unity about a year ago because Stencyl was too restrictive for him.
>>255 Interesting. Apparently Stencyl's design mode that you capped here was taken from Scratch. >"...The concept of Design Mode as a form of end-user development originated with MIT's Scratch computer language learning environment, and was used with permission for Stencyl." sauce https://en.wikipedia.org/wiki/Stencyl If you're still having problems, figuring the the step and can explain what you're goal is in pseudo-code, I imagine that I or others here might be able to help.
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>>256 finally got it, might as well post it for any other nodevs that use the same engine doesn't account for collisions yet though, so the player can still just walk over pits if they don't jump
>>257 Good job. It looks like you can setup fairly complex conditional tests with Stencyl. Have you switched over and looked at it in the text view yet? Keep going Anon!
i think the most daunting challengs for me is going to be creating the sheer amount of artwork needed for the game. programming is actually a very small portion of the work compared to making assets. would it be worth it in the long run to hire a guy purely for art?
>>261 I feel you man. I would've dropped project dong ago if not to highly motivated art guy. Not that it's necessary or something.
>>261 literally just create shitty stick-figures and put them on sprites as proxies. This will A) allow you to keep making progress instead of over-thinking the 'muh_arts' meme B) allow you to keep making progress by going ahead and blocking-out the animations, motion paths etc. C) allow you to keep making progress. Did I mention just keep moving forward Anon? Getting hung up on things you have little control over and not just figuring out how to go over, under, or through the obstacle is the single.greatest.key. to failure. Now stop making excuses and get your ass in gear. Time is short. Keep moving forward.
>>246 >>250 If you're aware of "Unity Learn", there is full course on NPC AI. https://learn.unity.com/course/artificial-intelligence-for-beginners
Fresh progress >Working on AI Damn, it's harder than I thought >Implemented action list >Still have no idea how to implement GoToPostion action Hope to resolve it until next week's report. Also I think I need sensor system.
>>271 My images
>>272 Reminds me of Stardew Valley
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We have huge fans
>>275 This looks so comfy eerie Comfeerie
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Died for a few weeks but I think, I'm back on track. >Added icons for actions >Added GoTo action >Implemented "Speak" action >Refactored Doors >Added first sensor to check if toilet is occupied >Added "Mine" level, artist was working on for a while My AI code is a mess. I need to clean it up heavily.
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Rehearsal day 1 is complete. >Notable changes --New-character Marybelle is now a part of Aubrey and Alto's mini-quest to get Aubrey a legal ID- mostly since, 1. She's his mom. and 2. She's more or less a living-legend in-game. I've got it planned so that act 3 sidequests explore that the "living legend" part is not quite hyperbole. -Rehersal sequences will be changed to account for Alto's new siblings, Mezzo and Soprano. And unlike OG-UT, shit gets real on rehearsal day 3.
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Containers and shops
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>Implemented light switch >Implemented minecart fall >Fixed low FPS in mine level >Fixed collisions in mine >Implemented light flicker
Currently laying down dialogue sequences for cutscenes for rehearsal days two, three and the first performance atop Metronome Tower. Pic related is just before you actually enter Metronome tower. -I admit, these cutscenes are just as wordy as OG-UT's are. My hope is that my storytelling will be much more compelling and entertaining. If there is a way I can cut dialogue and get the story I want to tell across, let me know, please. -I want to get things to be at bare minimum, Programmer's-art-level ready. Ideal goal is nuclear teagan, but when demo-day comes I'll release what I've got, then update it once I get to Nuclear Teagan. After that, I wait for the next demo day to release. >>296 >>298 Diggin' that shit, anons, keep it up!
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Weekly progress update, didn't feel like I did too much, but this is something. -- Changed an error where the Solfege shopkeep incorrectly refers to the band as "girls" despite clearly seeing Mezzo as a boy two other lines in. -- More progress done on the front of the rehearsal days. -- Changed up the music for when it starts snowing in Arpeggio pass, I would like to keep the music track for Aubrey's theme as intended.. -- sporadically adjusted a few portrait choices for characters in cutscenes -- Mapping for spoiler-worthy-stuff. -- Rewritten some sequences in the new, empty manor map of Bel Canto (pic related). Old version (and new version when implemented) of the writing are viewable by interacting with three spots while either Saki or Marybelle are in your party. Marybelle joins your party temporarily during the post-rehearsal sequences of day one and two, but not day three.
Weekly report >Implemented bladder for pioneeres >Implemented framework for AI >Fixed collisions here and there >Added show emoji action
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Progress: >Added new enemy >Added AI for it Framework turned out nicely. I wrote like 5 lines of GDScript to make it work. >New death animations, thanks to pixel artist
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- Day 2 progress : rehearsal sequence complete - Day 2 Post-Rehearsal still in progress, dialogue is laid out, cutscene pathing and other event semantics will be continued. - Day 3 dialogue almost fully laid out. - Squashed a bug in Teagan's room that continues displaying Teagan from the post-move-in-sequence of Bel-Canto. - Working on mapping for polyphony's new guard-station/jail. - Laid out some sparse normal NPC dialogue for the secret-final-arc. Little things that will make everything come together, and are best gotten out of the way now. - Audio software and tools set-up and ready to start producing. No guarantee I'll actually get to that this month or september. Art will be more important once I get my dialogue progress to act 2.
Small update for today. Had quite a few missed dev-days due to IRL getting in the way. - Day 2 post-rehearsal progress continued. Rewrite of Saki's backstory implemented. New Graveyard cutscene implemented. (pic related) - Updated raw writing for Act 2 Pizzicato Trail revisit. Holy shit, Bel Canto's finally coming along, I'M GONNA MAKE IT!
HOO BOY! I thought I wasn't getting much done this week like last week, but HOLY FUCK! The crunchiest scene in the entire rehearsal set is done. Now, day 3 I unfortunately cannot show much to you due to just exactly what that scene sets up, so you get an angry-stare-Teagan instead. On another note, due to the logistics required for the upcoming cutscenes, The Cantabile manor has it's front yard trimmed. -Day 3 Rehearsal cutscene complete -Day 3 post-rehersal cutscenes have the script implemented, -Picked out a temp track from Tales of Symphonia- Judgement of Mana, to put in place as Metronome Tower's music. -Script progress for act 2 updated, specifically, some emotionally-raw moments for waifufags. Gotta have those to make the upper moments all the more sweeter you know.
Hey everyone, this update I've felt like I'm made a good chunk of significant progress. Which is nice, because I'm gonna take a little break from gamedev to flex my drawing muscles on a small non-UT project I've been putting off. Weekly Progress Report -Added in about half of the day 3 post-rehearsal cutscenes and events. It's a dialogue-heavy day for sure, but I hope the pacing keeps things from dragging on. -Edited Bel Canto's inn to be 1. more fitting of the high-class-town area, and 2. to accomodate space for new cutscenes. (Pic related) -Changed Mezzo's class title from rhythmist to percussionist. -Added in an act 2 boss fight to the debug room. Spoiler-heavy. Ingame, it will be skippable as to prevent what would be a soft-lock for that area. -Added in in events that store recovery items away during Glissando Arena. Not fully implemented of course, but it should be implemented come the Nuclear Teagan release. See you the 28th!
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A got a bit more on track. So, weekly report. >Added interactive popups >Added cockpit >Made essential buttons work >Fixed bug with interaction, some anon pointed out

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