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migrating edition
>Demo Days
NEXT: https://itch.io/jam/agdg-demo-day-69
Previous: https://itch.io/jam/agdg-demo-day-68
>AGDG Resources
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w
>Progress Posting Guide
https://pastebin.com/0xEt5atn
>Helpful Links
New Threads: >>>/vg/agdg >>>/bant/agdg
Archives:
https://arch.b4k.dev/vg/search/subject/agdg/
https://archived.moe/bant/search/subject/agdg/
/agdg/ Steam Games: https://made-by-agdg.vercel.app/
>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter
>Previous Thread
>>>/vg/570318226
Showing all 339 replies.
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>>24495517
>>24495511
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>>24495510
>>24495519
nobody cares if you're brazilian
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>>24495527
>>24495535
>But if you choose to stay here, I will make it as painful as possible for you. Your choice.
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>>24495545
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>>24495535
This guy is one of them >>24495538 >>24495548. His name is Joshua. Feel free to hold his attention for us while the rest of us filter him.
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>>24495535
Some schizo who's constant spamming seems to be immune to janny intervention. It's been going on for months now and is making the general suck ass. You've fucked up already by being more tolerable than him
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I've had many secret admirers in my day. Including but not limited to Arc, Simon Salva, and /qa/doge. And now you! I guess I really am that much of a casanova. I guess I just don't know my own sex appeal, just like a lot of people don't know their own strength.
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>>24495556
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>>24495525
Get inspired by professional source code.
https://github.com/n64decomp/sm64/blob/master/src/game/mario.c
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>>24495507
progress: windows builds are compiling! got audio working through miniaudio and STEAMIE audio.
boring update but it's kind of a bitch an a half to support such an archaic operating system.
SOON: developing the actual game. tonight I drink /blog
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>>24495569
I don't know. Just who am I? Well, for one, I am a programmer and former government contractor. I also occasionally partake in vigilante work. I have been behind a few pedophile stings and I am in the process of catching a pedophile tripfag and trying to get him criminally indicted.
Who are you?
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>>24495499
wtf i almost forgot this thread even existed
i assumed it had died out by now since none of you actually like make games
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>>24495590
>>24495629
you sound like a larper
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>>24495599
yes
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>>24495649
he is a larper a tripfag fucked his mom and he's been mad about it for 10 years
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>>24495660
make sure to add both his tripcode and current ID to your filters if he annoys you.
>>24495667
we are friends I'm just speaking the truth.
also QAD is gone
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File: aw_avent_da_fogiest_m8_FRAPS.webm (1.8 MB)
>>24495507
My proggy: I've added added hot steamy foggy
> File too large, max: 2MB
Damn, you guys live like this?
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>>24495678
Looks much better than this >>570340246
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>>24495692
Godot. Now that I look at it, I'm not happy with it. The top fog should be shooting out of the pipe. In my hubris I though I could do that with a volume fog shader, but think I'm gonna use a particle effect for that.
>>24495700
I mean that looks like an entirely different game, and personally I don't know how to make my spider jump between platforms like that, so he's got me beat there. (Two nav meshes, one ignoring open space, and then make the spider jump when it reaches an edge of the other one?)
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>>24495499
Yeah fuck it, we /bant/ams now, God bless you Mexibro.
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>>24495763
>frenchanon
>>24495713
Crumble-sama??? What happened to Paper Sky's 2024 planned release?
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>>24495946
Start here
https://www.youtube.com/watch?v=5-iST0a69cI
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I just realized that, for tile-based pathfinding in Godot, the easiest way to account for variable availability of paths (e.g. "locked doors" or water tiles) is to have multiple astar grids for different "pathfinding factions", e.g. "player grid", "npc grid", "wildlife grid" and "aquatic wildlife grid"
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>>24495920
The dev name gogem seems to lead me to that edge lord who made school shooter games. But it's not the fat fuck in the pic that the Indian guy is crying about. Who is said fat fuck? Or is it just 4chan faggotry that I need not waste my time learning about?
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>>24496028
Well, there's literally layers to tile maps so you should just be handling it by what layer its on on your grid. Then you can have different grids stacked on that for other things like Inside/outside
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>>24495700
>>24495713
>Cheese-eating surrender monkey can't even link properly
Yet another colossal L to add to French history.
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>>24496073
pic related is the only 4chan/AGDG drama that has real weight
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>>24496246
2/2
I like my harvested wheat field more now, with ground litter texture included.
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>>24496246
Is that what your base leaves look like? I've been thinking of getting into texture paining and down sampling to 128x128 like yo.
>>24496272
Agreed
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>>24496297
You entered my containment board so you will get my posts.
And I happen to hate devs.
All they do dilate and screech about the suits being responsible for the game being buggy trash.
No...
The ceo didn't program that bug, you did, you worthless little cock sucking dev.
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>>24496289
Yeah everything's gonna be 90s style. Just threw it in there to take a quick look before adjusting it.
>>24496305
The base texture actually looks better (especially when brought down to 128 x 128) but I don't know how to lose detail with grass details. Still fucking around with it.
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>>24496272
Retarded gamer pigs ruined gaming by buying slop.
Vote with your wallet piggy
>*oink oink* But I already don't buy trash
Voting with your wallet means buying good games not just avoiding bad ones. No one is going to cater to a loud piggy that doesn't even pay up when there are plenty of other pigs to serve slop to.
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>>24496354
Adorable little reddit meme u got there. Is fascinating how people believe in that absolute nonsense.
Anyway, I already own the good games. Tekken and total war warhammer. I love gothic, have played it for 20 years but they don't get a single cent from me for the remake. I love it tho.
Not like u could ever make a good game.
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>>24496372
>I already own [games filled to the brim with microtransactions]
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>>24496377
White Trans Pride Worldwide!
Don't tell me you don't support our xisters in big 26... anon.. are you a virgin incel?
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>>24496384
Dude.. the battlepass and shop are the best things ever.. I can make so many outfits for Arisa now... all these options.. it never existed before...
It's so fucking good.
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>>24496389
>Dude.. the battlepass and shop are the best things ever.. I can make so many outfits for Arisa now... all these options.. it never existed before...
>It's so fucking good.
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>>24496391
Exactly..
I have bought every single shop pack and every single battlepass thus far.. it's so great..
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>>24496402
fr?
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>>24496385
i've been warning my leftist pals that you can't trust people that would do intense medical and surgical treatments to realign their physical body with a traditional binary ideation of gender presentation to not be fascist freaks but then somehow IM the intolerant one and they point out the rightwing oppression when that's clearly just them psychologically projecting their sexual desires and the right will drop trans oppression the moment their grindr app dings a match.
there is no solidarity to be had with people who can't even find solidarity with their own flesh.
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>>24496415
Yes. The current battlepass has fox ears and tails inside. I got them a couple days ago.. I'm so happy. They look great on my cute Arisa. Without the battlepass this would have never existed.
>>24496423
Uhh.. cool
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>>24496367
1/2
Hand painted (with mouse no less lol) in GIMP. With grass though I also really struggle. In the end I've gone with taking photos of stuff in real life. I went out the back yard and got picrel...
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>>24496497
2/2
And turned them into my wheat stubble detail. I just have to figure out why Unity's grass details lose so much of their detail.
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>>24495521
>>24495523
>>24495534
>AI spammer was bong this whole time
Kek, I hope you are at least Pakistani migrant
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>>24496461
Looks like a hunchback and a catapult
>>24496497
I too use gimp + mouse lmao. Here have a nice picture I snapped on a walk. I have my phone taking square pictures by default. Then, I bulk scale down an entire folder HD of textures using this image magick script:
magick mogrify -size 128x128 -path PATH_TO_OUTPUT_FOLDER -interpolate Integer -filter point -resize 128x128! *.*
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>>24496372
>gothic
never heard about it before but looks SO GOOD
>>24496484
the other thread will stay there too
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>>24496600
Is ver ancient vidya, german vidya.. all us german love gothic. Was our childhood. My fav is gothic 3 but most prefer gothic 2. Now with the remake, the entire world can see what gothic is. Gothic was the true rpg jank before todd howard came to be.
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>>24496835
I have this. I'm happy with how the enemies look moving in game. They are still missing some animations.
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>>24496899
Nice.
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>>24496922
It's "Tonguer" with the hard R and when they open their mouths, a tongue will pop out as the attack. It'll be a separate sprite. I haven't added it yet since I plan to reuse the base animations for a projectile shooting variant.
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>>24495507
I somehow missed the cute anchor post. >>24496899
>>24497031
Thanks.
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>>24495524
>>24495507
The latest update, if anyone missed it!
https://www.youtube.com/watch?v=whDMQstDWDw
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>>24496835
Here! >>24498215
AHHHH PLEASE GIVE ME ATTENTION (and feedback n shit)
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>>24496662
>>24496835
>>24497031
>pedotroons are EU
Damn I always thought they were SEA, Fygoon must have been a jannie because he knew that already huh.
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>>24498263
>he trusts the flags
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People who still think that we are going to usher in a golden age by carpeting vast swathes of land with data centers are incredibly delusional. The world is about to de-globalise, China might single handedly bring about an end to the current semiconductor age if they take Taiwan any time soon, and (((Wall St))) has bet so big on AI that if the bubble does burst it's probably Mad Max hours.
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>>24498245
If you just want proof of concept demo then just tell your game idea to Gemini 3.1 pro or 3.5 flash and it will do significantly shittier html single file app of your project. I have been using it for very long time to test out mechanics.
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>>24498741
The only certainty I claimed is that deglobalisation is coming. Because it is.
Regarding the end of our current consumption of semi conductors I specifically chose the word MIGHT (referring to China taking Taiwan soon).
Regarding the AI bubble bursting I specifically chose the word IF (as in, the bubble burst might not even happen let alone destroy the AI revolution).
On a completely unrelated point I'm just curious about something. Can you refer to game dev who made Frydian Tale as "Faggoon" real quick?
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>>24498838
>the global supply chain is more interdependent than ever
And covid and the recent oil shock has shown how vulnerable we all are because of it. This has sped up moves towards regionalisation. You've clearly put no more than 20 seconds of thought into this. I've been following these trends for at least 5 years closely, especially specific to Australia.
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>>24498864
>This has sped up moves towards regionalisation
Literally can't happen in the current economy with the complexity of the supply chain involved with producing these things. Maybe on production, you're not going to be able to reduce the fragility of the wider system because it's literally built within a globalist framework for the past 15 years.
You can't localize supplies of the shit you need to produce these things. Production can move wherever it wants. It will still be entirely dependent on the global supply chain because it requires resources from that global supply chain.
Production is a single point in a massive system. It is relevant, but it isn't the totality of the system and it isn't something that can be done entirely internally or locally.
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>>24498976
Being Australian, he would have a skewed view on de-globalisation because Australia has just about every metal and mineral you need to build anything, more than enough usable land to grow everything else and a population small enough to easily feed and house.
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>>24495507
Pixelated water shader, yay or nay?
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Version 2, light pixelation instead of depth pixelation. Here every water texel has a slightly random normal, but it should work when I get around to adding ripples/waves.
>>24500837
sorry ausanon you've been outvoted
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>>24496835
>>24495507
I don't have meaningful progress, but I support the migration.
>>24496899
That's a cool walk cycle on those guys.
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>>24500740
>>24500912
I think it would look better with depth and light pixellation. Once the water is moving especially they'll be nice details to have.
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>>24501572
wdym by depth pixellation? Taken literally that's what I had in my first version >>24500740 and it looks awkward when the pixels inevitably don't line up with the real depth.
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>>24495507
done tuning movement animation, the legs clips a bit especially when it picks up pace and the stride gets more exaggerated, but can't really fix that without ruining the long chicken stride, so whatever.
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>>24501590
working on both 8 more reps of 2 more weeks and ill actually make something worth playing trvst.. plz 2 halp i cant into blender..
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>>24502002
You'll get there. One of the beginner traps with blender is getting overly concerned with all quad topology. But in many cases you won't need it and it bloats the model. Also use baked normal maps for things with detail instead of using your high res model.
go-dot is good but take the time to learn a course or two about the scripting language because you'll end up fighting with it otherwise. And yeah don't forget about what made you fall in love with the idea in the first place as you start drowning in challenges
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>>24502455
no fuk this shit AAAAAAAAAAAAA
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My dream is to lead the goblin people to ultimate and undeniable victory over all who would oppose us or sleep with goblettes. This is about the shortstacks.
>Officer, I thought she was a shortstack goblin!
SO what if she fucking was asshole
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>>24495761
turns out the answer was no.
flags and ids have completely killed counter-gabencunt rhetoric.
the googum is always right tally just keeps on growing
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if i am making status effects on the player or the enemy, could that be handled by a state machine as well? I was mapping out the logic in my head and i dont think a single state machine can do two states. but what if i had a separate state machine for movement and another for status effects?
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>>24503071
anon's over here screaming at a calculator
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>>24503103
FSMs are very unsuitable for status effects if you meant stuff like poisoned, stunned, bleeding, etc. You'll be limited to 1 status effect at once and it'll be messy transitioning between states forcing you to transition between every status to every other status or having a neutral state transition to every other state, at which point why even use FSM.
I just do a flag or float to track effect and their duration, and for more complicated stacking effects with variable magnitude look into strategy pattern.
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>>24503177
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>>24503157
holy shit you are right! i often over complicate things and mess up what was perfectly fine
>>24503184
for my status effects, i was thinking that you need to find an item to get rid of them, or you can defeat the enemy who gave them to you
i was thinking that i could achieve that with some "if" statements
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>>24503239
to add on to this, i am reading about state machines and i am getting the impression that they are mainly for coding enemy ai, and handling player input
thanks for replying to my questions guys! i really appreciate you all
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>>24503239
If an item was to cure a statues effect I would just have it check if the effect is true first then set it to false. Like "if obj_player.slow = 1 {obj_player.slow = 0}.
Something like that could also be an additive. So like "slow" can be set to 1. Then multiply "Max Speed" with "Slow" to get your normal movement speed. Something can trigger "slow" by changing it from 1 to .5, so now your moving at half speed.
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>>24503286
i see i see, so we are wrapping back to having status effects be boolean operations
the hp item is a simple math equation func
func hp_pot()
hp=hp+50
if hp >100:
hp=100
and then it gets called upon in the process function to check if i touched the power up
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>>24503602
Good morning fren. And good night
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>>24503583
See how with the telegraphing the player actually has a chance to engage with them now? It looks like they went from kind of feeling unfair to now giving you a feeling of accomplishment if you're able to get a hit on them. I'm glad I suggested it. The arc looks good too, keep it.
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>>24503682
Yeah thank you, on top of telegraphing their position, I also restricted their minimum travel distance to 48 so they're in a hittable state for longer on average.
I'll work on some quick player attack sprites tomorrow.
And then uuuuuuuuuuuuuuuuuuuuh maybe some passive stuff like knocking enemies into pitfalls.
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>>24503103
Multiple state machines is pretty common in 3D games where you want the lower body (movement) and upper body (attacks) to fire off different states simultaneously.
That being said I wouldn't use a state machine for status effects unless they completely disable the player like a Monster Hunter "Paralyze" state or something.
Bools/Flags are easy and straightforward enough, but to keep things "clean" I just make a "StatusEffect" class with a "ProcessEffect" virtual function, and inherit from that for every status effect I make, like "StatusEffect_Poison", "StatusEffect_Fear", "StatusEffect_Drain". The player class has a List<StatusEffect> with every current status effects and I just iterate over it and call ProcessEffect at the rate I want. (I also update the Duration/TimeLeft and remove it from the list when appropriate.)
Another advantage is that you can have custom OnStart and OnEnd effects for some StatusEffects where you want extra behavior at the beginning/end and not just every tick.
The only thing to watch out for with this is multiple status effects interacting with the same stat. Like maybe something slows down by 10 raw speed and another thing slows down by 50%. This would have completely different effects on the player depending on which status effect was applied first.
You can probably add a "priority" variable and process the effect in batches (i.e. all status effects with Priority 1 get processed first, then 2, and so on.) but for simplicity I just have an Enum with all status effects and I treat the order inside them as the objectively correct order to process everything.
enum Status Effect { Poison = 0, Fear, Drain, etc.} so Poison always gets resolved before Fear which always gets resolved before Drain and so on. (I just do a simple sort based on the enum value on my StatusEffect List<> whenever a new effect is added)
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>>24503929
>Multiple state machines is pretty common in 3D games where you want the lower body (movement) and upper body (attacks) to fire off different states simultaneously.
do you have any examples of games who do this? i was wondering if there is a detailed explanation anywhere that explains the how and why
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>>24504131
I think most of them do, you just treat the upper body and lower body separately.
In my case I was working on a Chivalry-like game. The upper body can attack, guard, parry, grab, etc. simultaneously while the lower body either idles, walks, runs, crouches or jumps. Changing the upper state didn't have an effect on the lower state.
I imagine FPS games like CS are the same, you can shoot or reload or aim, while also moving, crouching or jumping.
I'm not sure if there's any dedicated tutorials to it, but every 3D engine will probably have some tools that allow you to blend the upper and lower body animations together, you should probably look there I think.
https://forums.unrealengine.com/t/different-animations-for-lower-and-u pper-body/330205
https://www.reddit.com/r/gamedev/comments/13d2lpm/multiple_states_at_o nce/
(Picture is Chivalry, not my game, mine looked like crap.)
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>>24503316
Boolean feels like the easiest way to have multiple statues effects at once. Only problem you might face is keeping track of each one if you have them effect many different aspects of your character, enemies and game.
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>>24495524
>>24498215
i don't really like the camera angle, have you tried an orientation closer to Arkham?
looks good otherwise
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File: game.webm (1.2 MB)
>>24495507
Working on a new game. Mostly a prototype for now with the core idea being the spell casting gimmick where you have to combined runes in specific orders to get specific spells. Plan is you can learn them off scrolls and and NPCs. You can also enchant wands with the spells at which point it will just cast on item use (with faster cast times) so player isnt forced to retype his go to spells every single time.
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>>24504962
Great feedback. I took a screenshot of typical Arkham combat, then superimposed it on a screenshot of my game, and turns out my camera is a little too far back.
I tweaked the distance and the FOV and it's much nicer now, you were right
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>>24503929
>>24503103
Maybe this might be helpful. The way I made my state machine isn't with states being scripts, but with states being resources that have blank slots where you slot in components.
Components are things like:
>ActionDuration
>PlayAnimation
>InvincibilityFrames
and so on, I have like 15 of these.
So if I need a new state, I don't make a new script and write it from scratch. I make a new empty state template, and fill it with the components I need and tweak their variables in the inspector.
Then what I do is I actually only have two states for an entire character: ContinuousState and ActionState.
In the ContinuousState the character moves around and does animations that loop (like walking animations).
In the ActionState the character performs the action that it is given (and as you might have guessed the action is that template with the components).
Much better than each character having like 100 nodes for each state imo, but it might depend on the game you're making
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File: um25.gif (1.3 MB)
I had a dream about a mummy, so instead of working on what I said I'd work on, this morning I worked on a mummy. Before I actually give it animations and AI though: BEHOLD, every time you hit it, the linen trail grows 4 more pixels. This will be a relatively slow moving enemy but have a lot of HP I guess. Almost thinking of making its general movement some kind of sporadic sine wave towards the player. Not sure yet.
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>>24505171
Thought it was a little toy shovel cause of all the sand.
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>>24505191
I'm kind of going back and forth on that. But yeah, the original concept in my head was an entirely arid map. The other dungeon idea I have next was going to be a typical oasis corrupted into a swamp, basically.
>>24505180
Either that or a big blue ice cream scoop, yeah. Lmao...
>>24505170
Yeah it'll follow, that's a cool idea, maybe for a future enemy though. A swamp variant even.
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>>24505106
I noticed Claude likes to suggest Claude Code + Godot to me too every time I start a new game project. And to be fair, maybe that is just what its trained on to be best at. But I dont really trust it nor myself enough to give it access to my desktop. Just working in the browser for now while having it "enginedev" for me.
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>>24505608
That did give me a quick stupid idea, but this would be FAR too annoying in its current state to use.
One of the items I had thought about adding was going to be a tool that just blows stuff away though... Hmmm... Either way, I'll put that on the backburner for now.
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>>24505918
Loooooot of foundation work that was already there. Movement, surface and tile stuff, scene/action queues, audio and music buffers etc. Whole project was built from the bones of a project from a few years ago that was going to be a kind of Survival Kids/Lost In Blue clone. This might be the first time I haven’t just started completely from scratch when starting a new project.
Also it’s Gamemaker, which I feel in general is good for speed running concepts? Maybe? I haven’t used anything else so I guess I can’t comment lol.
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File: new_grab_feature.webm (1.9 MB)
>>24502464
Pose-to-pose is your friend. Make your key poses, make sure they're timed right, and abuse the shit out of interpolation.
Add secondary motion at the end.
It's how I make all my animations.
also this 2MB limit is horrible
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>>24504999
Good get. Also, you should make the rune sequences procedurally generated so ignorant fuck boys can't just look up spells online ahead of time.
>>24505142
>>24505591
>>24505846
Nice anon, very SOVLful. Keep it up.
>>24505199
When the rocks hit the water they should lose forward momentum and drift slowly straight down.
>>24506084
Neat. Also, very accurate advice on key frames and gaming interpolation lol.
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File: 2026-06-14 19-53-27.webm (1.7 MB)
Found this quirk with my jumps. I have two types by default. The normal short jump and the crouching high jump, but if you quickly plink from jump into the attack or dodge buttons you can get a bit more height. It's unintended. I will try to remove it partially so attacks don't mess with timing, but might keep it in for the dodge as a tech the player can use.
>>24505846
Do like seeing your GBC style game. Aside from puzzles, you could have it that the player can get bonus cash if you return the mummy into the tomb without killing it.
>>24506084
That first kick is great.
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File: ONGR.png (92.4 KB)
>>24506352
thanks, didn't want to post progress because fuck 2mb limit.
>>24495507
>>>/wsg/6173517
added jump jet support and whole bunch of improvements to AI, the AIs probably use jump jet too much but I think I prefer that over underusing them.
Also added a bunch of sensor equipment and ECM.
Gonna go add audio to my game now so it's not silent for DD.
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>>24506810
You're clearly a competend dev but that is meant to be a grown woman in chibi style... right?
>>24506841
Holy shit that gameplay looks good. Seeing your NPC allies use their rocket packs is sick. If you get nicer looking environments and lighting this will be amazing.
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It's really damn sad that we have to resort to going to a board that actually has IDs in order to discuss things from a board that quite clearly should have IDs considering the kind of fucking retarded people thread permanence produces.
Awesome thread though god damn.
>>24506841
I've never played a mech game, but this looks like Mount and Blade with Mechs and I'm SO DOWN FOR IT. Keep it up.
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>>24507009
>>24507045
I'm just glad a solution seems to have been found. Now to just hope all the lost yesdevs find their way to our little oasis here
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>>24505591
>>24505846
Looks nice anon. If getting them in the sarcophagus is too annoying maybe you could make it start to suck them in when they are close enough?
>>24506841
Loving the stream of rockets firing out.
>>24506300
I was actually thinking for the runes I would have a "difficulty" setting that sets how randomized they are for the player. But really, if people want to cheat its on them and I cant really stop them due to how my magic works. The players isn't supposed to know this when they start out but [spoiler warning] the spells follow a certain set of (hopefully) decipherable specific rules, so once you properly understand those even if the runes are scrambled you can reverse engineer the spell list pretty easily.
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>>24505253
i see what are the main differences between strategy pattern and a state machine? state machines have patterns too dont they?
>>24505092
for each component, i assume it is tied to delta?
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>>24508095
>>24508148
Fygoon uses a proxy frontend where posters share a pool of IPs.
When he gets post-wiped, it's usually because someone else who used the same IP to shitpost got post-wiped.
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>>24495730
>>24495734
uhhhh
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File: bridge.png (934.2 KB)
>>24508824
You got that TNT exploding yet? If yes, let us see.
>>24509026
Yeah but you need tampermonkey to run the 4chanx script as well.
I did fuck all today except some SFX so I'm hoping to have a better one tomorrow. Later, yesdevs.
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>>24507563
Strategy is where you associate logic and algorithms with interchangeable object/classes. A state machine is a system that keeps track of a group of discrete states that have their own transition and actions where only 1 state can be active at a time.
Technically the post I replied to is still a state machine since ContinuousState and ActionState are 2 discrete sate, but the states are just containers for strategies (the components), but it's all just semantics, traditional state machine are hard to work with once the number of states increases, so it's often mixed with other patterns.
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>>24508824
I'm not so sure about realism mixed with stylized stuff. Like stylized characters eith PBR materials, or a stylized character like your knight with a photorealistic skybox with bloom.
It's a clashing art-direction that sends a bad message. Looks very "HIRE THIS MAN" kind of thing (ironically thats the name of my game lul), but anyways you do you, just a heads up
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by the way I recommend doing a regular dev log (either a blog or in video form).
You'd think it'd be added stress, but in reality you set yourself a goal for the week, you do it, and then if you have days left over you relax.
It gives your development structure, I like it
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>got two friends that I sent my almost-ready build to
>one keeps putting it off until "next evening"
>the other only played the boring tutorial level and started telling me how fucking awesome everything is
This is really making me question my abilities. Should I keep trying to get useful feedback or should I just say fuck it and make an itch page? This game aint destined for greater things anyway.
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File: 1761056316024873.jpg (148.7 KB)
>>24509651
>>24509658
understandable thanks
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>>24509670
Demo? My game's too small for that really, I just want to finish it for the sake of releasing something and learning from that. I simply wanted some constructive feedback without the stress of releasing my work for all to see. Which, of course, I'll have to do eventually.