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OFFICIAL DEMO DAY THREAD ~ /v/ + /agdg/

Next Demo Day: 02/02

>What is demo day?
A seasonal community event in which your fellow nodev anons show off their vidya, and for you anons to do what you do best.
>That is?
Play our vidya, and tell us how we can improve, show us the untapped potential you see, tell us how much our game sucks (or doesn't, after you've played it of course), and why it does or doesn't suck.

Obligatory Notices
Please post criticism/bugs/etc in this thread.
After this thread is culled, please post criticism/bugs/etc in this thread
Last edited by Shodanon
Replies: >>278
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>>151
Їrk's camp
>You play as an Alien
>You kill Pioneress
I wanted to make first level for the demo day. But got stuck with animations refactoring. Hope I will have it till next demo day.
https://gaidamakua.itch.io/yeerks-camp
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>>151
Viva Project
>You play as an owner of a loli
>Do random shit with her
Last release was about a few weeks ago but it's at a stable release for now.
https://shinobuproject.itch.io/game
Last edited by Shodanon
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>>151
An Ancient Evil Has Awoken is a hacky slashy adventury.
There's multiplayer too but I'm not hosting a server this time.

Win64 and Linux download link: https://mega.nz/file/o8sXXASA#LjzRn596ZXJ8H6v81QZ2yWlawEOkosxah6hoZhJ7iXo
Requires OpenGL 3.3.

There's a bunch of bugs and jank I would've liked to fix before demo day, but I didn't get to that.
Replies: >>197
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>>151
PERIPETEIA
A cyberpunk stealth RPG/FPS hybrid or what some call an immersive sim. Now with quicksave(F5)/quickload(F9)!
You are Marie, a cyberized super soldier; armed, dangerous and solitary, surviving and thriving as a mercenary on the streets of a post-SSR Eastern city.
Your mission is to assasinate a corrupt politician hiding on the penthouse floor of a brutalist monstrosity of a building. Complete this as you see fit: through either stealth or brute force. Explore and improvise. Marie can grab and shimmy on any ledge, as long as you can reach it. Talk to possible informants, hack computers by mashing your keyboard to discover the password. 
Switch between first person and third person view by scrolling your mousewheel. Watch your light meter and shimmy on ledges to stay out of the patrolling enemies' sight. Hold F to hide bodies and shoot out lights to hide in the darkness. Press tab for inventory. Hold control or use function keys for augs. Familiarize yourself with the (pic related) controls.
Have fun. Give us all the critique you can, help us find bugs and iron out the jank. Gameplay webms much appreciated. Keep in mind the quicksave/load is still buggy. DO NOT PRESS F12 UNLESS YOU WANT TO HARD RESET THE GAME AND DELETE YOUR SAVE FILE
download options:
https://shodanon.itch.io/peripeteia/download/xCzH_vyoxichlMVJYW9ZHb0F8QthsSiPDXGgYoFA
https://mega.nz/file/tlU1ECbR#jKflf0bic_cCxL9s--RLLXiDvIWrY7Hh5wfINaUdh_o
Replies: >>277
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>>151
This is my sadistic shmup, Nightmare World.

If you want to show off your run, consider uploading a replay. You can change your player name in the settings.

Unfortunately, this demo doesn't have as much in it as I hoped. I wanted to have a longer stage, redo some sprites, and totally replace the sound effects. There's a lot left to do.

Executables are provided for W32 and L64. Linux users may need to install SFML 2.5.1.

Download: https://files.catbox.moe/71yi0r.7z
Contact: hibi@420blaze.it
Bitshekel: 33cLbmT3xDvSAPtCAbKzaeDmRJqpqmEpFp
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>>151
Hellas: MMORPG in Ancient Greece.
Crafting, construction, tech advancement and capital investment inspired by TerraFirmaCraft.
Combat, talents, leveling and gear inspired by vanilla WoW.

>Build persistent structures
>Found or join a city, and share tools, resources and storage
>Declare war on an individual player or a rival city
>Engage in trade
>Unlock new tech through crafting and construction
>Use vehicles to cross rivers or move goods
>Tame pets
>A mix of history and mythology

Changes since last demo day:

>Lots of new tech: copper, wool, coinage, fishing.
>Gates
>Pets can be set to stay/follow
>Tutorial can be skipped
>All classes now have a starter spell, making early combat more interesting

Download the client: http://hellas.timgurto.com/launcher/Launcher.zip
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>>151
"Project Telecom"

Well, here's my entry for the demo day. All info can be found in the readme.

https://files.catbox.moe/agbapj.7z
>>155
I didnt see very many bugs but it ran super slow. I'm using 8gb ram and an AMD E1-1200 APU and windows 10. lookingforwards too seeing more fo it once its been optimised
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>>156
Hi, I love the look of your game. There's some strong STALKER vibes in your screen captures.  You should create a thread about it on the board. Also do you have a mac version?
Replies: >>284
>>150 (OP) 
>/v/
Replies: >>282
>>278
are you new?
>>277
oh, so you can't try the demo without the mac version? Next demo we'll have all the 3 major platforms then. Thanks, STALKER is one of our influences.
>You should create a thread about it on the board
We'll stick to the progress general for now. Keep an eye for us there, as well as the other bunkers.
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>>151
Uncommon Time Rewrite Project - DEMO DAY 8/8 build

LINK: https://mega.nz/file/gaxR1JIB#GzLFv3TM4sLtUGv6u5IbvMTT7EKyMaWEn-UdPY_12TM

I will be releasing another demo when nuclear teagan is finished. At that point I'll begin to focus on art and music stuff.

CHANGES FROM LAST VERSION
(If I can remember exactly how much has changed)

-- Various sporadic corrections with character nameplates, typos and message box misalignment.
-- Added Yanfly engine's Victory Aftermath.
-- Day 1 post-rehearsal fully implemented, demo progress technically ends there, but I will eventually release a demo that has progress up to Nuclear Teagan completed.
-- Changed a dialogue moment in the Dal Segno Luthier's bakery where Soprano breaks character and says something nice to Alto.
-- Bosses for various mid/late-game arcs have been included. They are fightable through the debug boss room, accessible once you reach the end of the demo.
-- Debug boss room fully revealed this time because I'm lazy, and partly because I want to show shit off. As such some have suggested levels if you actually want to play them.
-- New, pre-secret-final-arc area, Spiritoso Peak has it's maps completed. Access, however is not available in the main game, only through debug. Even then there are no encounters, so it's only worth looking at for about a few minutes at most.

Warnings, bugs and other shit
-- Glissando Arena is still pretty broken, so I've tweaked a few encounters to be less bullshit. Not playtested, so I can't quite say if it'll work in practice.
-- Experience gain in Glissando Arena is bloated, resulting in character skill progression going way too fast. 
-- Healing spells are broken as fuck. I want to make it so that the reciever's MaxHP, the caster's MagicATK, and the reciever's MagicDEF factor into healing. Everything that isn't hard-percentile-coded basically full-heals characters, and I need to adjust certain bossfights to account for that. That will happen later.
-- Debug boss room is cobbled-together, has lots of incomplete and/or broken shit and is loaded as fuck with spoilers. You have been warned.

Extra Notes, and shit
-- I said that I was gonna crunch the past two days to get things done to day 3. Nope. Did not fucking happen, IRL happened instead.
-- GNU vs Winshit muscle memory tangles ended up costing me the event programming in the Bel Canto monument. But it's not a big deal, since I never intended to use OG-UT's events on that map. I'm just annoyed that I had to redo the dialogue where Marybelle gently tries to talk Alto into fixing her shit.
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>>302
just like in one of the threads, thanks for keeping the Demo Day tradition alive, bro. Hopefully we will have more entries on 11/11
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>>304
You're welcome man. See you on 11/11.
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New anchor for 11/11/2020
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>>338
I know I'm late, but I already posted in other boards:
https://mega.nz/folder/hM9Q3IjC#tWJvS6MlxE3BenlVOJaFyw
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