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blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


Here are some games byob posters have completed, or are working on:

VIDEOGAMES:
Spooky, by dct & friends: https://forums.somethingawful.com/s...hreadid=3936563
Coco Cloud Radical: jam version made by me with the help of byob! https://forums.somethingawful.com/s...hreadid=3941344
Pizzatime's games: https://pizzamakesgames.itch.io/
image test (probably a postholder name) by posting smiling: https://mrjorts.itch.io/imagetest

CYOAS:
ts-1031 (currently ongoing!): https://forums.somethingawful.com/s...hreadid=3942505
Direction Not Included by luvcow: https://www.somethingawful.com/phot...it-cyoa-byob/1/
Teddy Bear Adventure by luvcow: https://forums.somethingawful.com/s...hreadid=3867983
Fort Wunny by pot smoke phoenix: https://forums.somethingawful.com/s...hreadid=3919366
The Dream of the Mountain Pebble by Manifisto: https://forums.somethingawful.com/s...hreadid=3932461
Crab Adventure by vanisher: https://forums.somethingawful.com/s...hreadid=3821217
Crab Adventure 2 by vanisher: https://forums.somethingawful.com/s...hreadid=3835189
The Island of the Forgotten Lost by Saint Isaias Boner: https://forums.somethingawful.com/s...hreadid=3768651
on the moonlit cluff by Olive!: https://forums.somethingawful.com/s...hreadid=3853643
Marge Quest by Plant Monster: https://forums.somethingawful.com/s...82&pagenumber=1
Marge Quest 2 by Plant Monster: https://forums.somethingawful.com/s...hreadid=3921781
Goblin Honey by Khanstant: https://forums.somethingawful.com/s...hreadid=3924567
Spicy Bean Adventure by luvcow: images here, text here
(I am missing several byob cyoas, such as plant monster's ball quest; i hope to complete this list eventually)

All discussions of game development are welcome here, and if you'd like me to add your game to the OP, let me know.

blaise rascal fucked around with this message at 18:02 on Oct 26, 2020

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blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


starbucks hermit posted:

What limitations of haxe led you specifically to use godot?
To kick things off, I'd like to answer this question from starbucks hermit. Essentially, why have I chosen to switch to godot from haxeflixel?

I had used haxeflixel for many years, and that engine works fine for simple games. But it's just not a very active engine these days, and the community is pretty small. It felt like whenever I would google "feature x," I would find no discussion about it anywhere on the haxeflixel forums / api / discord - but I would find a full tutorial for it in godot. (Example features include dialog trees, y-axis depth sorting, non-tilemap pathfinding, etc.)

So I tested out Godot, found it to be very enjoyable to work with, and that's about the whole story. The programming language that godot uses, gdscript, is pretty easy. In like a month with godot, I feel like I can do more than I could with years with haxeflixel. I haven't even scratched the surface of things like 3D and mobile touch controls, but it's nice to know that the engine has that stuff as well if I ever want it.

Here are more words I posted elsewhere about godot:

blaise rascal posted:

Here is a demo project (not mine) that shows the layout pretty well. Everything is super object-oriented; the Outside "scene" (aka class) is made up of a bunch of Puddle sprites & some custom made classes. The Flower class is made up of a sprite and a hitbox, which is pretty intuitive. The Player class is made up of a bunch of stuff.


The busy gui may fool you into thinking this is a lightweight game engine, like rpg maker, but don't be misled; any object can have a script attached to it. The python-like language used here can implement everything from pathfinding to box2d physics to mobile touch controls. Oh, and anything in the gui can be controlled through a script instead. Shown here is a section of the player controls; if you press up, the 2D movement vector gets UP added to it, which is defined as (0,1)


There's also an animation suite complete with tweening, onionskinning, whatever


You can add effects to audio (and connect these effects to in-game triggers)


I was originally drawn to godot over something like unity, because godot is optimized for 2D - but it also has a full set of 3D tools that I have not scratched the surface of.


The following voxel demo, along with many other demos, can be downloaded from the godot website directly within the editor.


In conclusion, godot is a good program, and my brain is too small to handle it. Thanks for reading my book report about godot.

blaise rascal fucked around with this message at 16:30 on Sep 27, 2020


ty vanisher, ty khanstant

nut



the ghost game was by pizzatime! I remember it!

https://i.imgur.com/nKtUXWf.mp4


god bless the dca, manu, loov, blaiser, and chooby

nut



classicist made a cool trippy music and visualizer program in unity I think that counts

https://i.imgur.com/nKtUXWf.mp4


god bless the dca, manu, loov, blaiser, and chooby

starbucks hermit




blaise rascal posted:

So I tested out Godot, found it to be very enjoyable to work with, and that's about the whole story. The programming language that godot uses, gdscript, is pretty easy. In like a month with godot, I feel like I can do more than I could with years with haxeflixel. I haven't even scratched the surface of things like 3D and mobile touch controls, but it's nice to know that the engine has that stuff as well if I ever want it.

Awesome. Thank you for this explanation.

Haxeflixel really got me with the dozens of demonstration projects but the language never seemed intuitive to me. I mainly use Python (and Java) so gdscript sounds like a better fit.

starbucks hermit




teddy bear cyoa from luvcow

Chrs



bookmarked. I used to make flash games back in the day and recently Iíve picked up Game Maker Studio to get back into the hobby. Iíve been remaking an older game of mine lately. will post a video of what I have in a day or so.

blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


nut posted:

the ghost game was by pizzatime! I remember it!
that's right! found his games and added them to the op

nut posted:

classicist made a cool trippy music and visualizer program in unity I think that counts
that's right! added to the op! (for those wondering, "classicist" = "posting smiling")

starbucks hermit posted:

Awesome. Thank you for this explanation.

Haxeflixel really got me with the dozens of demonstration projects but the language never seemed intuitive to me. I mainly use Python (and Java) so gdscript sounds like a better fit.
Yeah, I can't really recommend haxeflixel to anyone these days. Really, the only reason haxeflixel exists, is that flixel used to be a very common platform for making games, and all the old farts like me wanted to keep using the same language in a modern internet. But even I am happy I switched away. And it's worth mentioning that godot probably has more demo projects than haxeflixel, and they're integrated right into the IDE:


Thanks, added to the op!

Chrs posted:

bookmarked. I used to make flash games back in the day and recently I’ve picked up Game Maker Studio to get back into the hobby. I’ve been remaking an older game of mine lately. will post a video of what I have in a day or so.
Yay! Best of luck. What kind of game is it?


ty vanisher, ty khanstant

blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


Apparently spicy bean adventure had all its images deleted
https://forums.somethingawful.com/s...hreadid=3713132


ty vanisher, ty khanstant

Chrs



blaise rascal posted:

Yay! Best of luck. What kind of game is it?

well itís very easy at this stage but hereís what Iíve got: https://youtu.be/aNQc-CyybD4

itís a maze type game where the character moves towards your mouse and you have to keep it from hitting walls. there are obstacles and such along the way and you have to find keys and unlock doors to progress. in this video there are some doors messily laid about but thatís just because Iím trying to make all the assets work at this stage. in a few days Iíll have some proper levels to show and that should give a better idea of what Iím working towards here

blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


Chrs posted:

well itís very easy at this stage but hereís what Iíve got: https://youtu.be/aNQc-CyybD4

itís a maze type game where the character moves towards your mouse and you have to keep it from hitting walls. there are obstacles and such along the way and you have to find keys and unlock doors to progress. in this video there are some doors messily laid about but thatís just because Iím trying to make all the assets work at this stage. in a few days Iíll have some proper levels to show and that should give a better idea of what Iím working towards here
this looks dope! good luck on the levels


ty vanisher, ty khanstant

magic cactus

We lied. We are not at war. There is no enemy. This is a rescue operation


blaise rascal posted:

fangame stuff

I've had this idea for a BYOB rpg kicking around. It's like Yume Nikki but instead of spooky scary stuff it's about going around talking to 'yobbers on a quest to bring chill to everyone and maybe they tell you their dreams or something and you can smoke weed whenever.




----------------
Thanks to Pot Smoke Phoenix, Heather Papps, and Nut For The Amazing Sigs!

Gene Hackman Fan



How good are the tutorials on godot?

blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


I tried out aseprite the other day (drawing here). Seems to work pretty well, and I'll probably use it instead of gimp for pixel art going forward.

magic cactus posted:

I've had this idea for a BYOB rpg kicking around. It's like Yume Nikki but instead of spooky scary stuff it's about going around talking to 'yobbers on a quest to bring chill to everyone and maybe they tell you their dreams or something and you can smoke weed whenever.
I'm a fan of this idea! I adore quirky rpgs.

Though if I were to make something like this personally, I might limit the byob inside jokes, just because then the game might have greater appeal to people who are not Blue Forum Posters. (But you are welcome to do whatever you want!)

Gene Hackman Fan posted:

How good are the tutorials on godot?

Actually, they're scattered all over the place, unlike haxeflixel. But maybe that's because godot can do a lot of different things. Different people want to make different types of games with godot, so it makes sense that the tutorials would be disorganized and community-written.

https://docs.godotengine.org/en/sta...step/index.html

These are the official developer docs, including a step by step "your first project" tutorial. That's how I learned, but I don't do everything the same way now; for one thing, I tend to make things like monsters be KinematicBody2Ds instead of Area2Ds.


ty vanisher, ty khanstant

Chewbecca

Just thrillin' : )


blaise rascal posted:

I tried out aseprite the other day (drawing here). Seems to work pretty well, and I'll probably use it instead of gimp for pixel art going forward.

I'm a fan of this idea! I adore quirky rpgs.

Though if I were to make something like this personally, I might limit the byob inside jokes, just because then the game might have greater appeal to people who are not Blue Forum Posters. (But you are welcome to do whatever you want!)

Wait.... there's other forums?! That explains so much!





sigs by Professor Crocodile, luvcow and Khanstant.
Click on Spoonville for a neat surprise!

blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


Ludum dare 47 starts tomorrow! I think I'll do the "Compo." (meaning that I have 48 hours to make a game as a solo developer)



If "decay" wins I will not be happy. I refuse to playtest a bunch of gross edgy horror games

blaise rascal fucked around with this message at 02:47 on Oct 2, 2020


ty vanisher, ty khanstant

blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


Also, there is a live CYOA that just kicked off, in case you missed it!
https://forums.somethingawful.com/s...hreadid=3942505


ty vanisher, ty khanstant

starbucks hermit




blaise rascal posted:

Ludum dare 47 starts tomorrow! I think I'll do the "Compo." (meaning that I have 48 hours to make a game as a solo developer)



If "decay" wins I will not be happy. I refuse to playtest a bunch of gross edgy horror games

Thanks for pointing out all of these events.

Do you plan on playtesting any of the submitted games on stream?

blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


starbucks hermit posted:

Thanks for pointing out all of these events.

Do you plan on playtesting any of the submitted games on stream?
I have done this exactly once, for a smaller jam of 47 entries. That works out well because I can play all the games from the jam and invite everyone who participated to join the stream. It's kind of a community-building thing, and it celebrates that everyone finished their games.

Ludum dare is a monster, and it brings in about 5,000 entries each time. I've never felt inspired to playtest ludum dare games for that reason. It's too big of a community to try to engage in community-building.


ty vanisher, ty khanstant

Diorama

i remember when all this was fields

This is a long-shot but does anyone have the BYOB game from around 2007? I don't think it was ever finished but I used to load it up just for the chiptunes.
I don't know what happened to my PC from university which was like a BYOB archive and I'm scared I'll never hear those tunes again.

It was a platformer if that helps.

blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


Diorama posted:

This is a long-shot but does anyone have the BYOB game from around 2007? I don't think it was ever finished but I used to load it up just for the chiptunes.
I don't know what happened to my PC from university which was like a BYOB archive and I'm scared I'll never hear those tunes again.

It was a platformer if that helps.
I haven't heard of this one! But I'd love to see it!


ty vanisher, ty khanstant

Diorama

i remember when all this was fields

blaise rascal posted:

I haven't heard of this one! But I'd love to see it!

Me too. It wasn't Zybourne Clock, I'm sure of that much. It was a flash game/swf as far as I remember.

Diorama

i remember when all this was fields

It wasn't 'Skullz' either,

starbucks hermit




blaise rascal posted:

I have done this exactly once, for a smaller jam of 47 entries. That works out well because I can play all the games from the jam and invite everyone who participated to join the stream. It's kind of a community-building thing, and it celebrates that everyone finished their games.

Ludum dare is a monster, and it brings in about 5,000 entries each time. I've never felt inspired to playtest ludum dare games for that reason. It's too big of a community to try to engage in community-building.

oof, 5000 entries

Khanstant



my weekend goal is to model a 3d goblin, hopefully with animatable bones and all. if/when i complete this, I would happily share the blender file or model for any yobber to use for anything not evil

Khanstant



Diorama posted:

This is a long-shot but does anyone have the BYOB game from around 2007? I don't think it was ever finished but I used to load it up just for the chiptunes.
I don't know what happened to my PC from university which was like a BYOB archive and I'm scared I'll never hear those tunes again.

It was a platformer if that helps.

I don't have this, but I once briefly collaborated with a goon for some thread at some point to make the art for their game. It was like a version of the training ball game they play in Ender's Game. I actually never got to see if it worked, my computer was dying at the time and would crash when loading up the game. I still have the files archived somewhere though. I wish I remembered who made the game part!!

nut



this morning i was streaming some summer of screams ps1 haunted game jam (horror designed to look ps1-era) games to a friend on discord and I just wanted to recommend Death Flush, a game about being too scared to go pee. It is a bit scary and there's part of it that's kinda tricky but it's very funny and thorough for being made in a month

https://itch.io/jam/haunted-ps1-sum...oks/rate/746496

https://i.imgur.com/nKtUXWf.mp4


god bless the dca, manu, loov, blaiser, and chooby

blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


I did ludum dare 47! My game is RESET HOOLIGANS, a short adventury game with a time travel theme.

https://blaise-rascal.itch.io/reset-hooligans

If you get stuck, there's a walkthrough on the itch.io page

Any feedback would be appreciated!


ty vanisher, ty khanstant

nut



the hype is real, RESET HOOLIGANS owns

https://i.imgur.com/nKtUXWf.mp4


god bless the dca, manu, loov, blaiser, and chooby

starbucks hermit




nut posted:

the hype is real, RESET HOOLIGANS owns



although I cooked up a plan for the first level quite quickly, it was a bit difficult to target and slow down the hooligan since I'm using a trackpad

blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


starbucks hermit posted:



although I cooked up a plan for the first level quite quickly, it was a bit difficult to target and slow down the hooligan since I'm using a trackpad
Oh yeah, I can imagine this game being miserable to play on a trackpad. I didn't consider that!

On a different note, I think my biggest regret in this game, is that I wish I had drawn the "hooligan" character without the sideways ballcap. I think this is a problematic stereotype.


ty vanisher, ty khanstant

Luvcow




blaise rascal posted:

I did ludum dare 47! My game is RESET HOOLIGANS, a short adventury game with a time travel theme.

https://blaise-rascal.itch.io/reset-hooligans

If you get stuck, there's a walkthrough on the itch.io page

Any feedback would be appreciated!

my ancient browser doesn't support the game

Chrs



Been thinking about power ups and obstacles in games. Any tips on how to instantly have the player recognise whether an object is something to collect or avoid?

Diorama

i remember when all this was fields

mushroom = collect

fungus = avoid

nut



can i make a game that is just writing its the only thing i can do

https://i.imgur.com/nKtUXWf.mp4


god bless the dca, manu, loov, blaiser, and chooby

Chrs



nut posted:

can i make a game that is just writing its the only thing i can do

yo could make a text-based walking simulator

magic cactus

We lied. We are not at war. There is no enemy. This is a rescue operation


nut posted:

can i make a game that is just writing its the only thing i can do

you might want to take a look at twine. I've never used it myself but when I was thinking about doing interactive fiction it came up a lot as a good entry point for people who were more about writing than coding




----------------
Thanks to Pot Smoke Phoenix, Heather Papps, and Nut For The Amazing Sigs!

blaise rascal

"Duke, Duke, Duke, Duke of Pearl...."


Chrs posted:

Been thinking about power ups and obstacles in games. Any tips on how to instantly have the player recognise whether an object is something to collect or avoid?
I'd say there're probably multiple correct ways to do this! A carefully-selected color palette can work wonders, but it also helps if the objects make narrative sense (I would expect a spike not to be a powerup, for instance).


In hollow knight, the mask shards are floating white objects with a faint white glow. White and blue seem to be the main colors of powerups in that game (which, notably, is also the color of your life bar in your HUD)


Meanwhile, in ori and the blind forest, the powerups are often yellow balls (but occasionally light blue, as in the energy cells) (and also there are those light green cabbage things)

For comparison's sake, here are some environmental hazards in both games:




So yeah, multiple techniques work here, but the trend seems to be: light glowy things are powerups, spikey dark things are obstacles, and BOTH are more saturated than the background.

I'm curious; is there a specific example you're wondering about?

e: I just realized that binding of isaac breaks the trend of "powerups are bright glowy things", as shown by the following image (the powerup is the heart in the bottom right). Meaning, again, there are many ways to do this


e2: Here are two of my absolute favorite powerups: the coins from donkey kong country, and the strawberries from celeste. Both of these things are so juicy and fun to collect. Not really sure why, but in the celeste case, it helps that the strawberry has an amazing lil animation when you grab it

blaise rascal fucked around with this message at 15:33 on Oct 8, 2020


ty vanisher, ty khanstant

Chrs



blaise rascal posted:

I'd say there're probably multiple correct ways to do this! A carefully-selected color palette can work wonders, but it also helps if the objects make narrative sense (I would expect a spike not to be a powerup, for instance).


In hollow knight, the mask shards are floating white objects with a faint white glow. White and blue seem to be the main colors of powerups in that game (which, notably, is also the color of your life bar in your HUD)


Meanwhile, in ori and the blind forest, the powerups are often yellow balls (but occasionally light blue, as in the energy cells) (and also there are those light green cabbage things)

For comparison's sake, here are some environmental hazards in both games:




So yeah, multiple techniques work here, but the trend seems to be: light glowy things are powerups, spikey dark things are obstacles, and BOTH are more saturated than the background.

I'm curious; is there a specific example you're wondering about?

e: I just realized that binding of isaac breaks the trend of "powerups are bright glowy things", as shown by the following image (the powerup is the heart in the bottom right). Meaning, again, there are many ways to do this


e2: Here are two of my absolute favorite powerups: the coins from donkey kong country, and the strawberries from celeste. Both of these things are so juicy and fun to collect. Not really sure why, but in the celeste case, it helps that the strawberry has an amazing lil animation when you grab it



Thanks this is really useful. I'm currently drawing objects for my game and in my game the enemies can one-hit kill you, so I wanted to make sure the player was always confident that they could collect the power ups the first time they encounter them. I'll post what I have soon.

Fruit and things like that seem to be a common theme so maybe I go with something like that

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albany academy



blaise rascal posted:

To kick things off, I'd like to answer this question from starbucks hermit. Essentially, why have I chosen to switch to godot from haxeflixel?

when covid first hit i was talking to an old friend about starting to make a game and we talked about godot a bunch, it seems cool. glad to know i have someone i can bug with godot-related questions

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