Speebot Demo

I'm a solo hobbyist gamedev from /agdg/, and I've been working on a game called Speebot for over 1.5 years now. It's a 3D platformer with 4 worlds, 200 levels, plenty of different game mechanics, unlockables and extra modes. There's also a built-in level editor so you can create your own custom levels and then share them.
It's nearing completion so I'm releasing a demo today to fix any major bugs before the final release.
The trailer is a bit outdated, but I haven't made a new video yet.
Download link (Windows): drive.google.com/uc?export=download&id=0BzIMurAb1QxDdUNPbERtYTBVRG8
The game is powered by my custom game engine, so please report any performance issues or bugs or just feedback in this thread.

Looks nice. I'll try it and get back to you.

I hope you make a shit ton of money with it.

Looks good

Judging from the video I think you did a great job, user. There's definitely love and effort put in. I'll play it later and give you a throughout review for the demo.

Looking good man.

Other /agdg/ user here.
Does it support the save from the previous demo? Is there more demo content or changed levels? Does it contain the level editor? Steam release when?

Looks pretty good and Its been awhile since I played a 3d platformer.

Yeah, just copy the progression.dat and settings.dat files. These are the same 20 levels, but with a few stylistic changes and a workshop in level 10.
There have been various small menu and engine changes based on the feedback from the earlier agdg demo. The gamepad controls have been reworked. The game now has a top-down shadow option, too. There is no level editor in the demo, I'm still working on it.

Pretty fun game, OP. Love the menus and nice music. A timer would be great, maybe add a "best times" high score thing or something. A kill counter could be fun, too.

no linux version
into the trash it goes

There will be a native linux version later, but for now you can use wine as that seems to work completely fine too.

A timer would be fun. You wouldn't need a kill counter if your time shows your slow as shit.

You can die many times in a short time span, and a patient player could do it in one life. It could just be an extra option you could enable in the options or something. I've died so many times on 1-5 for dumbass mistakes on my own part, but the music is too calm to get angry.

Feels like a Dreamcast in all the good ways and none of the bad ways. Good job

Copying over the settings.dat file, the game tried starting in borderless fullscreen with automatic resolution, but instead was only 800x600. Switching any other size then back to automatic didn't fix it, had to select my own resolution manually. Automatic always keeps the previously selected resolution and 800x600 on startup.
Borderless is 1 pixel too far left and up, leaving a visible seam at the bottom and right.
As for the controller controls, I still kinda dislike the analog stick one. Pushing it all the way to the left, then making extremely minute corrections makes Speebot change quite a lot in direction. Makes it somewhat hard to consistently go in the same direction, constantly having to make microcorrections. Consider something like pic related.

Pretty good game, the demo is way longer than I expected to be and its nice to see you don't pull any punches in terms of difficulty. As far as timers/killcounters go, I think it'd go against the comfy atmosphere as I perceived it. A level timer would be useful, but it should be an afterthought/optional thing rather there from the get-go. The first time someone plays through the levels, they don't need to keep score.

I like it, even though I kinda suck at it. Only thing is the weird shaky cam effect when falling from tall heights is really weird and jarring. Also I too don't think a timer or death counter would be very fun, though the option should be there for the inevitable speed run autists, just keep it off by default.

Two things I've noticed so far:
Double space between "around" and "here!" in the first picture. In the second, the shark isn't circling the platform properly, and its arc cuts oddly close to the platform. Both are in two of the earlier levels.

Thank you for the suggestions, but I think that adding a timer puts unnecessary pressure on the player. However, making it opt-in might be a good idea. I think I'll add it as an Extra mode.

The automatic resolution option is supposed to work like that, it simply sets the resolution of the game to the size of the game window. I will look into the seam issue for you.
The angular dead zone suggestion is great, I didn't think of that. I will probably implement this. Thank you!

Sexy game man.
I'm having a good amount of fun with it.

While your options menu includes a good number of things, it doesn't have a "back to options menu" or similar option for the Graphics section. So if you go through each part in Graphics, you have to hit Back multiple times (x8 if at Particle Count menu) before you make it back to the main options menu.

I got a virus. Thanks… jerk

...

Just wrapped up the demo. I had an issue with how the character constantly jumps while the spacebar is held; while this is not an problem by itself by itself, issues arise when combined with the umbrella and, because of how tight a number of jumps are, you are often left holding the spacebar until you land, resulting in an immediate unwanted jump. A compromise would be to just disable this function if the umbrella is used mid-jump.
I would also vouch for the ability to skip the camera pan at the beginning of every stage, even if it only saves a few seconds.

Read it again asshole. I never put the I there. Also when Jumping in the south direction it is fucking horrendous. And when landing on a platform when another robot the screen zooms in which is bad too. Other than that I dont have any complains besides where is the PvP?

Gondola costume when?

It looks great user. Hope it all works out for you the game better be free though you cunt

...

Neat game, I like it. Fullscreen didn't work for me though. It kept flickering black.

Good shit user. Thank you, you have made a great game. Menu looks nice (why not two rows of buttons on smaller screens?), but going fullsceen blackscreens my monitor, no idea why. I am still able to click buttons. Maybe set the standard deadzone to 0.05 or something, because even with my 3 months old gamepad it started to drift. Gameplay is slick, everything is clear, and it offers a nice challenge. Maybe introduce an option to ignore the jump after landing, because I tend to hold down on the jump button. Smooth 80-90+ FPS by the way. I like the environment too, the birds and the sharks for example. There is no standard menu option (for example, menu>resume when pressed back>A, now it is back>Ddown>A) and I miss a Next level/Replay level screen when done. In 1-11, you can "skip" the hedgehogs by standing on the fence.

Really nice user, I am looking forward to the release of this game. Also, crates and keys when Or a season pass

hopefully never

No, I get some error about cairo or whatever (I have cairo installed). I fucking hate wine. Cannot make a single game run properly on it, even 15 year old ones.

Looks pretty fucking comfy.

In 1-8, and other stages, the box on top has no collision when jumped at at an angle.
When jumping again whilst glitched, Cowbot Speebop lands on top and all is well again.

I chuckled

Thanks, can you post your specs please?

Thanks, can you also post your specs please? Noted all your other suggestions. You can Resume with the same button that you Pause. No crates, but I might integrate Steam Workshop to upload and download custom levels.

Sounds like OpenGL was not detected by the engine (driver problem?). Will make a Linux build later.

Thank you very much for finding this.

Nice.

not enough black cock for me

Great game. But for some reason it's dark on me, compared to your video and other anons. When I turn on top shadows the screen gets bright on the top left but thats about it.

wew. Also try posting your specs

What is your graphics card? OpenGL 3.3 is a minimum requirement, and it seems like your card doesn't support that. Try updating your drivers… otherwise, I'm afraid you'll have to turn off the shadows completely.

I was only able to get 40 fps.

I dont have a powerful pc because most modern games suck shit. What's the point if I'm going to back to Quake 3, Bf 2142, and so on?

emulation

The video card on this computer is ancient so that might be the problem, but it runs perfectly fine in windowed borderless at 250 fps. It's only when I select the fullscreen option that I get the black flickering. Hope that helps

If it sells well on steam would you make a console version? I would buy this for The Switch so I could play it on my daily bus rides.
It honestly looks pretty good user.

First thing I noticed in level 1 was the zooming in when you come near another robot. I get that it's meant to alert to the dialog on-screen, but it felt really strange having that zoom-in effect while I was mid-jump between two platforms and I almost fell in.

Not a problem for anyone but me, probably.

I see an user with taste.


I was kidding with the crates, just don't add any modern microtransaction shit. Maybe an option to customize your umbrella?

Thank you, I will look into it.

I'd like to do it, but I know nothing about consoles or developing for them. I heard that Switch supports OpenGL so the port might be easier. No promises though.

Thanks for the specs. It's already possible to customize the character with accessories and paintjobs, which are awarded to the player for certain accomplishments.

I would pay real money for a full version of this game, very clean and solid controls. As mentioned though, using joystick controls causes wandering.

Very nice OP, I`ll be sure to get a copy of it when you release, and I hope you see some good success.

Is that a Thinkpad P50? Im jealous.

The environment looks kinda boring.

Thank you, just FYI you can currently adjust the deadzone manually in the settings. I will set a higher default value though.

How do I give you money.

THIS FUCKING GAME IS TO GOD DAMN HARD!!!!!!!!!!!!

casul

Assuming this is going to be sold, don't just put it on Steam. Use some nonshit (or at least less shit) DRM free sites.

Fantastic.
I give you an idea for a game a few years back and you tell me it's garbage. But you actually worked on it in secret and now you're showing off that idea and soaking up all the credit. Thanks, asshole. Don't expect a birthday present this year.

He regularly posted screenshots and demos on /agdg/ and in the general, kill yourself ideaguy

The fuck was your idea?
A platformer with a robot? goddamn you're a genius, you deserve at least 90% of the credit for making the game

Ideas are usually worthless. Everyone has them, what matters is knowing how to implement them.

Looks /fun/.

The idea and 90% of the fucking code.

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riiiiiiiiight
got any proof?

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(You)
No you FUCKING FAGGOT.
My faggot friend wanted to make his own game. I showed him some old project I worked on back when I had a desk job. He says it's shit, but appreciates the effort. Couple years later, this thread happens. You all can go fuck yourselves.

You just fell for the oldest trick in the book, sonny.
Hope you learned the lesson.

So when will I be able to play as a female robot?

Jesus fuck either post proof or quit baiting. He's been updating this game on the AGDG thread for a long time now.

I TOLD YOU TO NOT POST OUTSIDE AGDG BRO, I TOLD YOU BUT YOU DIDN'T LISTEN

You and that neirstolemyshit guy should fuck

Thanks, just buy the game when it's out.

Anything in particular that you're having trouble with?

The game is fully DRM-free. Steam, Humble (store) and GOG (if they accept my game) is what I'm aiming for. Playism also looks interesting.

Is this a reference to Phil Fish or something?

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Is Speebot a boy robot or a girl robot?

i got dibs on the first pr0n, also

lmao at ur life dude

Great going, satan.

I hope that, from here on out, your projects will lack the spark and passion that would have made otherwise good ideas into great games.

Wooo… on 1-9 my palms are starting to sweat but perhaps I am too casual

Will be buying this on release day. Thanks for your dedication, user.

it's fun, now make the robot a lewd clang cumdump.
Don't disappoint me.

Jesus, you're all women.
Also, I was bored and wrote an unpacker. Disappointed in the lack of sekrits. Was going to mod it real quick but got distracted by Factorio and train autism.
Anyway, neat game, OP.

go away nigger

You first, homo.

It's really fun, nice and polished. It has a cute charm to it. Assets and mechanics are all well done.
Maybe i just have to git gud but i had a few moments where i misjudged distances because of vertical offsets of platforms, and i had an idea about that: Maybe add a very slight tint to the platform based on height. Ground layer platforms have the current green and each step higher is brighter or slowly shifts towards blue or orange. It would also give the game some more visual accents. I made pic related as a shitty mockup of my suggestion.

OP you're fucking sadistic, how do you expect normalfags to like this game when its so balls to the wall difficult? I just about had it at 1-14.

Can't test it right now, did you add analog input for controllers? You better have or I'm going to bully the heck out of you.

He did, and that plus angular deadzones will make controller input perfect as far as I'm concerned.

Git gud, all of you.

This is why AGDG and 8/v/ as a whole are worth a damn.

You think I wouldnt notice that sometimes I press the jump button when moving and my character wouldnt jump? You trying to fuck with me or what? I cant even do short hops? fucking asshole I swear!

Good shit then.

No, OP needs to turn him black so I wont call it sexist on my tumblr blog.

I CANT FUCKING TELL HOW FAR MY CHARACTER IS JUMPING WHEN JUMPING TOWARDS THE BOTTOM DIRECTION!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Played to 1-10, need to take a shit. It's really solid OP. Nothing super innovative or world shattering, but I take it you're not trying to reinvent the wheel, and by no means do you have to. It's fast paced, it's fun, it's hard but it isn't bullshit. Every time I've fucked up it's been user error or impatience, which is exactly how difficulty should be. Realistic shadows makes sticking landings pretty hard for me, I switched to top-down after about five levels.The music is nice but it's kind of simple, a really good soundtrack could do a lot for this game. Also if you don't already have it planned, add a speedrun mode that tracks time for each levels/total time for worlds/all worlds, and a death counter. That will get you all kinds of autistic neet bux and I wouldn't be surprised to see this at GDQ or some shit.
But lets get to the important question, what about the STORY, does your game have any LORE? Who is Speebot? Why are the hedgebots haywire? What are the crystals for? What are all these robots repairing out in the middle of the ocean? Where are the people? WHERE IS MY DEEP INDIE NARRATIVE ABOUT NUCLEAR WAR?
Jokes, of course. Good shit OP. I pirate almost every game before I buy, this is no different. If the price doesn't seem like it's too much for what it is I'll definitely pick it up on humble or gog.

Can I mod in niggers and Jews as enemies?

Pleb

Heh I got to level 13 and fuck it, im calling quits.

Glad our agdg threads have at least yesdev who made it. Good job, OP.

You can't copyright ideas. If your game sucks, you should've put more effort into it.

I had a Valve playtester moment on 1-9 where I didn't realize I could make the jump back to the block at the start. Maybe add arrows?
Also, the "realistic shadows" really needs a shitty shadow under your dood otherwise it's effectively hard mode rather than pretty.
On 1-11 the height of the moving platform wasn't obvious and I jumped thinking it was much lower than it was - needs some way to make height more clear like via shading/hue.
1-14 is a candidate for "difficulty spike" threads.
I've got to go out but I cleared up to 1-15 with all gems and some weird candy cane thing on 1-10.

Oh also, I would pay money to see Mark attempt this game.

Why does a little girl have such thick, sexy thighs?

Who doesnt like their lolis thicc?

Pretty sure the candy cane thing is to notify you that the mechanic workshop thing is on that level, it wasn't there in the first demo. You're also more than halfway through the demo already.

Okay this is actually fun. This is going on Steam right? I'd actually buy a copy. Honestly I think that if anons could properly organize even 4-5 man teams we could take over this shitty industry.

We already dominate the western porn game market for some reason.

...

I find it hilarious that /weg/ is the only thing keeping cuck porn for the most part out of western porn games.

They bully the shit out anyone who add cuck shit to their game.

whoever it is keep up the good work

tho in one game muhammed shares his aisha with a person i think thats kind of a cucking thing to do but its the white person fucking a sandniggers child bride so i guess its ok

Also over half of the games are incest simulators.

Goddamn it Holla Forums

That game was made by Krautchan. I will always hate it because I love the art style more than any other lewd game but I can't stand loli.

Everytime I find something almost perfect to fap to there's some fatal flaw, i'm cursed

Where's Wade Davis?

/weg/
What?

Really fun! Got all the gems from all the levels. This feels like a 3D version of a Nitrome game, very smooth, and most of the deaths felt like it was entirely my fault. I never got mad at the game no matter how many times I died, that's an accomplishment all on it's own. Let me echo a few user's suggestions and add some of my own:
Looking forward to this! Would love to pick this up when available! Also seems like it would be fun to watch speed runs of this, hope some people focus their autism on it!

Western erotic games.

It's a general on /aco/ on Cuckchan

haven't played but replacing the screen shake with the character feeling the effects instead of forcing the player to feel them

make bolts and gears fly out of him and make him shake and make a glitch soundeffect

What are you doing here /sp/?

Props to you, my fellow enginedev.
You should totally FOSS your engine. Heck, I'd encourage you to FOSS the game code as well. Freetards would eat it up.

Get a mentally handicapped playtester and change the game until he's capable of playing it for 2 hours :^).

Could we bully Mark into playing it?

it seems it's dark only in windowed mode

Fun fact: OP asked us to suggest names in the /agdg/ threads, and I suggested Speebot mostly as a joke because the webms made it look like fun to go fast, and because /sp/ pun. No one else suggested anything else, and Keyreal liked it, and thus Speebot was born.

Found a clip

This aint a bad idea.

I'm at 1-19 right now and so far it's a really good game. Been looking forward to this game in general from lurking on the agdg threads
Controls are very good and the gameplay feels challenging enough for it to be interesting. Good job yesdev.

I find it hard to believe that you held onto nothing that could be used as evidence of theft. No builds, no models, not even screenshots. If you didn't hold onto anything that could prove useful in a court of law then get fucked, faggot.

I already love you dev-user, gonna play your game later and if the thread is up them i will give you my review
God, i hate timers so much.

If you think about it your life is just one big timer counting down

It feels like it's been way longer than that. I still can't get over how simple you made enginefagging look. Plus the art style is fantastic. Shame about the baiting underage in this thread though. There's always one or two in release threads ever since this board turned terminal.

stay humble you awesome SOB

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Well stop it cause /sp/ is dead! ;_;

This game really needs a time count and a death count for each level, not on screen but in the level selection at least.

Yeah it took me a lot of deaths but hey

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Why don't we make more games? Whenever anons actually make good games it's always just one dude getting ideas from us or 2 guys working together.

How in the fuck are we supposed to actually work together?

We're not. Game dev takes more cooperation than a chan can muster.

Don't be defeatist user. We just need to solve some logistical and funding issues and we could take over the industry.

We easily have the talent.

This looks really cool, I like the style you chose for your game and the music is really comfy and fitting. Definitely going to give this a try.

There was a team from 8/agdg/ making a horror game, and I think the guys who made pnumbra only knew eachother online to. The problem though is knowing who will actually follow through with shit and the danger of someone crashing the whole project because of their ego.

Was?
We need a general system to organize the chaos that is imageboards without ruining what makes it powerful.

While technically not making an entire game from scratch the Pokrmon Sage guys from halfchan have been working on their game for 3 years with steady progress.
Is Katawa Shoujo considered to be made by a chan or was it just a group of anons who fucked off?

I haven't been luring the /agdg/ thread much lately. I don't know what their statusis.

Unorganized chaos is what makes it powerful

>>>/agdg/
Make a thread.

You've clearly never seen the full extent of our autism.

So how do we channel that into projects that require organization?

Mistakes into miracles


Blockchain :^)

Community projects where anyone can drop in. I think Anton and Coolpecker works that way, although I don't know if they actually screen people.

Easier said than done. I would say make a project with roles for anons to fill. A consensus forms around an idea, and then anons apply for these roles with their portfolio, so a finished game, assets they've created and so on. The thread decides on who gets the role so there's no personal bitterness involved between the applicants.

It also has to be tied to the board at the fucking hip so people don't just use this place as a recruiting pool and then proceed to fuck off.

Of course it's hard but if we succeed will will literally replace the current vidya industry and our model would be expanded to other formats and Holla Forums would end up replacing Hollywood.

We could control culture and make it not propaganda and not shit.

Here are my concerns, the ones on the image are explained but the ones I need video I will explain here, like when you land from a jumper than sends you flying in any direction your character slides upon landing, that is so irritating and annoying. In many cases I have to prevent them from slidding off but thats whatever. I forgot the others but mainly my bigest problems is that I cant tell where my character might land or might not on the first try, like the depth precetion is so hard to tell. I can only tell by dying.

Friend, lets try to get anons to try to even work to gether to get a game to work before talks of taking over the industry, long term goals are fine, but small steps to greatness.

I'm sorry you don't like them but they're not that difficult
None of the jumps need you to stand on a fence in-order to make them, git gud
Yes, only glaring concern on your whole chart. The zoom thing seems kind of nitpicky

Gotta dream big in order to break it down into smaller goals, man.

The zoom ruins the flow of the game when you are trying to get past on ahead of the game.

What i'm saying is if we get it to work properly our complete domination will be inevitable. All we can do now is fucking memes and nobody else's memes can even hope to compare to ours.

As soon as 4chan was made our domination over internet memetics was ensured. It would be the same if we could figure out how to complete more complex projects.

The carpets aren't even hard without pausing

I can honestly see this getting good reviews if it gets any marketing?

Steam reviews.

I meant sales.

Games Journalists will probably shit on it because an user made it and because it's to hard for them.

I am pretty sure it will go under their noses honestly. If it were a diffrent type of game sure but its just a platformer, it has no story. It cant really get a cult following besides us.

Well then ask around and get ideas for a good story.

It shouldn't be hard to add.

That is an awful idea. Have you ever been on any general on this board? If names are involved in any way, it always either falls into A. Name fag circle jerking or B. People hating certain namefags excessively just because they heard bad things about them once or twice.
That second one especially, I don't want to point to any exact instances because it'll invite shitposting, but people here hold EXTREME grudges on some namefags, regardless of if that person affected them personally or not. Giving user's power over important decisions does not sound smart.

Doesn't need a story to have a following. Games like Binding of Issac had a huge following with little to no story. Games like TF2 had huge followings before they ever put in story. Tons of platformer games have always been big, with or without story. Story is not important unless you want to attract autist

I'm Speebotdev's mom's friend's landlord and because he stole the entire game from my hard drive five minutes before I could upload it to Steam, I'm going to spoil the entire story for him.

Bnding of Issac has lore. Like who was his mom or whatever, also its generated levels, so that means every playthrough will probably be diffrent. This game is level based. Unless he add where people can add levels like super mario maker, I dont see it. Or you can add ghost racing pvp where players race on generated levels and you can see their ghosts when you race eacher to the finish line. Or there can be mini game type modes. Kinda like mario party but the survival type of minigames.

...

Names wouldn't have to be persistent, but there's no getting around breaking anonymity once you apply yourself with something you've made. Same goes for actually working on the project. Say someones being a bitch and fucks up the project somehow, you'd have to kick him out and that decision has to be made by someone. Suggest a different version of decision management, i can't see one except for promoting a single user to god emperor of the project and that won't go well 99% of times.


There's a level editor already, but i don't disagree, games like these won't get fanatic fans because of the nature of the genre.

The primary power of imageboards is the ability to come up with fantastic ideas and shoot down shitty one's. If you want something to work then it has to accommodate and extenuate those qualities. And of course namefagging should be diminished as much as humanly possible.

Another issue is money. Making video games require a lot of work over a long period of time and I think that a lot of user projects don't pan out because after all the fun ideafagging is over and crunch time happens anons just don't stick out for the 1-2 years required without compensation because it gets less and less fun over time.

Of course we'd have to find a way to crowdfund projects without getting Jew'd like Patreon or Kikestarter. Not to mention some kikery among the team could easily doom projects.

I think that getting money involved if required for long term success but also extremely dangerous.

Does it? I didn't think it did outside of the actual Bible story. Fair enough.
I wasn't talking about what the game DID need, I was just saying the game didn't really need to have a story. Not saying it shouldn't, just it's not necessary to attract attention to it.

Ya I understand you would have to have a name to have projects like game developing. I'm just saying letting user's decide shit FOR THE NAMEFAGS or FOR THE PROJECT THE NAMEFAGS WORK ON would not be smart

You are acting way to excited about something you're probably not even going to ever follow through on. No way in hell a few user's are going to overthrow the industry or shit like that. Would love to be proven wrong, but it ain't gonna happen

Deep lore is enough to attract attention. Enough that is interesting to make people want to eat more of it. It has to be well written lore since the setting of this world seems really happy and fun. Really comfy too.

Why the fuck not? We already elected a president.

Oh ya, I totally agree, deep lore can possibly get people's autism going for quite some time, but AGAIN I will say that wasn't my point. A good story isn't bad, but you DON'T NEED IT to have your game get attention. A game can succeed and garner attention WITHOUT a good story.

Game development is low momentum, requires consistency, discipline and high tenacity. It doesn't move fast, it's not iterating rapidly and it's not prone to successive minor mutations. What imageboards are good at is essentially what happens when neural networks are evolved for maximum fitness, it's a hostile competitive environment and only the "strongest" memes in the Dawkins sense will pull through and "procreate" in the form of other anons adopting them. I think translating these principles to game development is very hard impossible.

True but having the deepest lore is always helpful.

Honestly I don't think that it's impossible I think that it just requires a sophisticated system that needs to be proven by some user making a game with said system and achieving financial success.

It's going to incredibly difficult to figure out but I think that it's possible.

What am I supposed to do here? The platform to the right seems to be too high to jump around the wall and onto it. And boxes on the left are not stacked high enough to return to the high ground.

Use the boxes to jump onto the lower section of the platform to the right, climb back up from there

You do pic related.

*To the left

Vid related.

It'd certainly be hard, but I don't think it's impossible. Vid extremely related. We have a lot of good ideas, and we have a lot of people who are decent at a lot of things, but few who are masters. We're an autistic beehive with workers flying in an infinite number of directions, directed primarily by creative interest. Our default mode of operating isn't suited for boring, long-term, tedious tasks, which much of gamedev is. For this reason, I think we're most likely to see initial success with the normal large-scale brainstorming's ideas being handed off to small teams working on small games in small time frames. As skills are developed, over time, we could likely refine the process enough to allow us to shoot for bigger projects.

Thanks, but I figured it out. Fear of asking embarrassing questions increased my IQ for a while.

Sometimes on higher elevation, the hot air balloon clips through the player camera, blocking your view entirely. Aside from that, it's a fun platformer.
Gj

Back home, finished the demo. The difficulty of 16-20 are lower than 14-15.

If you're close enough you can jump and push it away, thats what I found out. It'll run away from you when you try to touch it.

I meant to say lower elevation, when the camera is closest to the balloon.

Thank god we play games and not real life.
Unless you're german, germans love their simulators that make them feel like they are working on their free time too.

It's been a while since I've had reason to post this.

All the good E-celebs become faggots or die

Heh, some user from /avgd/ should make their own farming simulator and make it be good. Shit would probably make sales since euro truck sim actually is a thing too.

Be happy for him, user. He died a hero before he could become a villain.

Thanks. All of your story questions are answered as you progress through the game.

Thank you, all noted.

I'll try to look into it.

Thank you, already on my todo list.

It does feel like a long time. Embed related is from July 2016. Thanks for the support!

Thanks for the feedback. Multiple people complained about this level, I'll see what I can do to make it friendlier without dumbing it down too much.

One thing that keeps me coming back to /agdg/ is the progress vids/pictures. I remember I saved a few of yours although I'm having a hard time digging them up again.

New movement option = lower difficulty for a while. The difficulty curve at 16-20 probably continues until 28 or something, getting as difficult as 16-20, then goes down as another new idea is introduced or something. At least from the threads I remember he has quite a few different ideas per zone.


There's a guy working together with his brother on a large scale fantasy simulator project, but they both work on smaller projects that are to become parts of the big project later. The more designer minded user made a cooking and fairy village management game, and the programming user works on grass simulation for a Zelda like feel, but will use said grass for a grass cutting game. That's technically farming.

The game runs poorly on my laptop:

By which I mean 80fps with lowest settings (runs fine), or 30~fps with highest. (pretty shit)

I do engine fagging too, so if you want advice on optimizing rendering, feel free to ask.

This was also a good one

Have you wondered how you're going to get the word out about your game. I mean you are putting in on Steam so I assume that you want to make money on this.

I'd advise trying to get some user E-celebs to do a let's play or something.

Thanks for the helpful info. All static meshes are batched during map initialization, then drawn with a single draw call, so no culling is possible or necessary.
If this is a laptop, please check your power saving settings - your computer might be throttling the game (this happened before). It's very unlikely that the lag is a CPU issue, but could you check the task manager just in case?
Additionally, can you try forcing the FPS cap (in the settings) down to your monitor's refresh rate?

You are joking but that might actually work.
New anons just check the last two guys work, modify the last so it fits better with the former while they get accustomed to the project, then proceed to create new blocks of content until burn out, new user joins and thread follows only the forks with more work

when will this meme die

Never cunt

i wanna fuck the robot

Fuck off to your shithole.

Reducing the FPS cap from 250 to 60 did not improve performance.
What I did notice is that extracting the zip file and running that did improve performance (35~40fps -> 45~50fps), but this is still way below what is good enough for this graphical fidelity. All settings are on lowest, except shadows, which are set to low instead of off.

My laptop is not running of the battery, so power settings shouldn't matter. I've checked my GPU settings, and changed it from power saving to maximum performance: As expected, no change in performance. OS/CPU was already set to high performance.

I just played some Warframe in the meantime too, which runs at medium settings, consistent 60fps. (Doesn't run uncapped.) Sure, that game doesn't have reflection, but it does also have shadow mapping.

I'm trying to look at it in codeXL, but I don't see any draw calls, so something went wrong. The only draw it detects is wglSwapBuffers, but that's not a draw call. (Maybe it's because I'm using AMD's OGL debugger on an Nvidia card?)

Either way, that all aside, there's a few things you do that are pretty fucked.
First, your shaders need improvement. Branches are VERY expensive on shaders, and the reason for that is that shader hardware is designed to run shaders parallel with the same program counter. This, however, means that if you have a branch in your code, it will have to execute both branches, regardless of whether or not the individual shader cores actually enter the branch.
The shader program that is visible in the screenshot is a good example: Both the "if(boned==1)" and the "else" code are always executed. They contain duplicate code, such as the matrix transformation of position and shadow coordinate. You should try to move code out of branches as much as possible.

The other thing, which is probably the biggest source of slowdown, is that every frame you're fucking around with buffers.
Specify GL_DYNAMIC_DRAW if you're gonna be constantly modifying data. The driver can perform optimizations for this. (like buffering your memory into the driver, instead of blocking for the GPU to be ready)
Use VAO's. All those calls to glVertexAttribPointer with the exact same fucking arguments should not exist. Create a VAO for each buffer once and reuse it. That way you don't have to disable the attributes every time too.
If it's UI being updated, sure. If you're too lazy to implement particles with feedback buffers, not a big deal as long as you do it in minimal buffer modifications. But beyond that I don't really see any reason for you to be performing hundreds of buffer modifications per frame. Most of the buffer modifications write only 150~500 bytes, so it's all a bit odd to me.

There's also some other small things:

Thanks for the thorough feedback and help.
The constant buffer changes are there because of the particles and text fields. I will try to make optimizations based on everything you've said and include them in the next demo.

The very small game thing might be a good idea, because it's as close as you can get to the rapid iteration thing. Very small concentrated 2D games, i think it could work. Now all we need is a format where to do this, an /agdg/ general maybe, or its own board entirely?

I liked the demo, but I have one gripe.

The time between dying and respawning is a bit too long. It's about a second or two, try to make it smaller.

This reminds me of something I'd find on the 3DS Eshop, and in a good way. It's simple, fun, polished, and aesthetically appealing. Good job, user.

How many of you are training to go from ideaguy to gamedev?
I've got a nice idea for a game and I'm trying to get into animation to get it done

It's always just one dude because collaborations do not work. When people do collaborate it's not with strangers, but someone they've known for years and are sure are reliable and have a good set of skills. Anons in this thread seem to think
No, that's not enough. I've tried going that way for years and it's always ended up with someone not delivering or the group simply falling apart. You can look at other chan projects like Broquest if you don't believe me. You need to be ready to spend months, if not years, working on the same project with the same person(s), without pay and fueled entirely by passion. 99% of the time it won't work out, for one reason or another.

Especially if you're new to gamedev, hone your skills on your own first. You're just going to waste someone else's time, or have your own time wasted if you're actually serious about it.

me, i have a lot of game ideas and want at least some of them become reality before i die.

Already "am". I just make shitty Doom mods then slap them on to some shitty maps I've made, release early versions, then never finish them.

You sure have the original files from 1.5 years ago right? the design document and all right?

Already have. Pick up any engine you think suits your needs and look at tutorials. It's not hard, you just have to stick with it.

Which is why I think that the idea of anons making quick games that only take a couple weeks before working up to larger projects is a good idea.

Also we need to resolve the funding issue somehow.

Normalfags like "hard games" nowadays as long as their favorite youtubers play it

Are you a bad enough dude to beat the dark souls of platformers?

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Game jams are a fantastic way to test if your team is worth shit. Absolutely do those if you're serious about it.

Money is the best glue for a production, but it's also hard to come by. Most amateur teams just say "we'll each get a percentage of the profits when it's out" but that's exactly why most teams also fall apart. I can guarantee you the same will happen if anons band together.

Hell the only thing that we're really exceptional at as a community is influencing people.

We could do marketing easily if we gave enough of a fuck.

I think a new way to fund projects is important.

Maybe some method of crowdfunding with controls to weed out scammers?

What's that song? It sounds very familiar.

Can't wait to release my minigame, will probably be done by the end of this month
if you have been checking /agdg/ you probably can guess which is it

Your main issue is at the end of the day someone has to have the key to the coffers and this person is a completely random stranger that you have to trust to send you the appropriate amount of money if the game even makes any.

Fuck posted the wrong image

Could we mitigate that away by giving control to an algorithm with rules agreed to on before hand?

Honestly we need a way to crowdfund with getting Star Citizen'd.

The more you faggots talk about wanting to make a game together as anons, the more I can tell it's never going to work. Do what said and just work on your game dev skills yourselves first before you start idea fagging about HOW TO TAKE OVER DA VIDYA INDUSTRY.

Crowdfunding is a terrible idea and why Kickstarters are always so disappointing. Anyone who is not used to a business atmosphere where money is being thrown around doesn't understand how the rapid iterations and tweaks to a project are made after it's been pitched. As a consumer, you only see the product at the end stages and after everything has been locked down tight, yet as an investor, you only get to see the beginning idea of what is going to be attempted, and the general logic behind it, while the end result can be wildly different. A good example of this would be Shrek where the original voice actor died, so they hired a new guy, except the new guy required the entire script to be rewritten to his liking, voice acted his lines, and then, again, asked it to be re-written where he could do all lines with a scottish accent. Keep in mind he is getting paid the entire time this is going on. Viewing this from a consumer mindset, it's like if you bought a dish of pasta and mid-way through the meal the waiter comes in telling you that they felt that pasta isn't really that good a dish and instead you should have some soup, switching it out mid-meal. This constant feeling of "this isn't what I paid for" pervades anything that needs funding when it's done from this mindset and it will almost always end badly. This is especially true of video games because of how game mechanics, programming and art need to change over time.
This is a terrible idea and still doesn't work because someone still needs to buy/create/own said program.

This feels like a game that was tailored specifically for me. A 3-D platformer with a bunch of levels? Hell yes. I haven't played much, but of the few levels I have played, I'm liking it a ton. You have to let me know when I can purchase this. I don't usually shell out a bunch of money for games, but when it is a project of passion like this, and it is this enjoyable, the least I could do is get you a cup of coffee or two!

I tried it on my I5 4210 Notebook with 8GB of ram and it works like a charm. Haven't played much, but looks neat.
Advise: Get some "Let's player" to try it and make a video, it will boost your sales more than any form of marketing:

Good luck, m8. I'll give you some feedback later on.

Turning shadows off results in the clouds? casting shadows. Intel graphics card.

For some reason this game reminds me of Hamsterball.

Use PlayOnLinux. It probably doesn't have anything for this game, but it just werks for most games.

Oh well, it's nice to see that someone accomplished something

I'm one of the devs of a
A&CP and can say from experience that it's not "simple as that" to get anons to form a group to make a game together. You start a thread, "let's make a game Holla Forums" and a whole bunch of talented anons drop in to offer to help. Then immediately 95% fuck off because the group isn't making the kind of game they specifically want to make. Then you have maybe a dozen people left, and they get to work. If you're lucky half are NEETs and can devote full time to the project. Over the next months a handful of people leave because they get bored, change life circumstances, whatever. Then stupid arguments begin to erupt about the minute details of the design of the game because we're all autists of varying degrees. Then someone who's been doing a lot of good work goes nuclear because they're a fucking autist and never appears in chat again. Most of the NEETs fall away because they'd rather just jack off than do something resembling work. One user attempts suicide and isn't seen for an entire year. Another user decides he's actually a normalfag and fucks off never to be seen again after telling the rest of the team they're all human trash. Anons pop in and out because they have real life shit to deal with. In the end you have like six people left at any given time who actually have the determination to see it through, not just have pipedreams about just like making game without the balls to actually do it. Then if they're lucky they keep up the slow grind for the next few years.

This is more or less what happens pretty much every time anons decide to make a game together from what I've seen. The fact is very few people have the drive to keep working on a team project for free, in their spare time, for a long time- without sperging out in the progress. If you can one-man-army a game, it's usually a better idea, because you can only really depend on yourself- and even that's still pretty unreliable.

It would have to be much simpler than Anton and Coolpecker i think, something 2D with lower state complexity, a locked feature set from the get go and ideally some deadlines or planned milestones. I'd be up to try it.

in ideaguy threads, the attitude is horrible towards anyone that actually takes the step towards actual gamedev. Join /agdg/ asap, we love you.

I've played up to 16, I'll finish it later, man this game is fun as fuck OP, I love how hard it is. It's really basic and does well what it sets to do, and I'm really digging the aesthetics. The drone camera idea was also brilliant. Feedback wise:
>Speebot jumps continuously when I hold the jump button, not when I press it, so whenever I land while using the umbrella (therefore I'm holding the jump button) I jump by mistake.
>You should really change some sound effects, particulary the jumping one, it makes me crazy, feels really out of place, but also changing the rolling one and adding some kind of "turning" sound effect would change the inmensely.

I think that's all for now, I'll finish it later and write again if I find anything else worth noting, I really enjoyed it OP, congrats on doing such a fine game.

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