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Found the bug in my proxy switching, the onion is back

READ THE RULES


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ITT, talk about any games you're making here--AI or not.
I didn't want to shit up the QTDDTOT board, but I can see this maybe taking some back and forths as I edit things, so I decided to make this general thread and am moving here. I won't copy the link for it here, because I'm guessing I'm going to be making another version of it.
>>324065
('_')7
>>324094
Noted. Let me think about a different way to make the core game mechanics clearer. I was debating whether or not to say it here, because on the one hand, keeping you in the dark is a good way to test whether I can figure out a way to make it more self-evident; but on the other hand maybe telling you would help as well. So, as a compromise:
**The number indicates the upcoming areas that will be played, and the portion that highlights/shape on the card indicates the area that will be blocked.
In some levels the blocks stack on top of each other, and in other levels the blocks only apply for that turn. In later levels, you lose the ability to determine future order, but gain an ability called 'clairvoyance' which shows you a limited ordering in the future. In one of the levels, you're completely in the dark and don't even know whether a card will be positive or negative. In some levels there's a "quill" system where anything above a certain mood square subtracts mood.
In all cases, though, it's basically a game of figuring out how you should order the play of your cards. So, it's completely possible to brute force. Although--as you might surmise by the names of the cities--it's a game about topology. The idea from a game mechanics perspective is that you're building up different topological bases, and because each level is a different kind of topological space (which the name of the city kind of hints at), the idea is to learn about topology, really.
>>324095
>>324096
I'm having a tough time because I'm being a little pernicious about keeping my "SoM styled dialog boxes", but I might have to give that up, noted.
Replies: >>324112 >>324146
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>AI or not
how about not
>>324107
Nah.
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>>324107
If I only use a LLM  for coding but I draw every sprite and write every line of dialogue and flavor text myself, does it still count as AI?
>>324109
I'm not going to purity cycle you man. What's important is that you're making something.
Replies: >>324111
>>324110
<"Grok make perfect game for anons that's guaranteed to provide me a stable six figure income for the next decade. Make no mistakes"
Replies: >>324113
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>>324104 (OP) 
>The number indicates the upcoming areas that will be played, and the portion that highlights/shape on the card indicates the area that will be blocked.
Ermmm...ok. I feel some diagrams will definitively help here and in-game.
Replies: >>324115
>>324111
Ermmmm ashukally sweaty that's illegal and a no no because it affects our corporate overlords profits. Only Electronic niggas and scatcom can use Grok to make movie gaems
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>>324109 if You use calculator to do math does it still count as a human calculation?
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>>324112
Hold on. I've some ideas. I don't want to just slap a bunch more tutorial text or basically just paste images from a topology textbook, because that's Yellow Paint Game Design Philosophy (tm) and that's not fun. I feel like I can see that the current version is taking something that should be really self-explanatory and placing the worst possible UI here.
I got some ideas, animations, and elements to place in the game, so give me a day or two to try those out and see if I can't get it more self-explanatory that way.
Replies: >>324117
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>>324115
Explaining the mechanics to the players isn't handholding anon. Once they are understood, the fun is mastering them by going through increasingly challenging scenarios where that knowledge needs to be applied.
Handholding happens when you do away with the challenge altogether because you consider your audience too stupid to figure out how the mechanics of the game could be used to proceed.
Replies: >>324126
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what is the best engine to make rpg games? any open source options?
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>>324117
O.k., let's see if I understood what you were laying down.
https://storage.to/W2WFwgl2J
Replies: >>324129
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>>324126
Yes, this is progress. I actually managed to understand enough to beat the game.
I congratulate you. You managed to make me put thought into beating some of the puzzles. Though the difficulty is all over the place and some of the last levels are piss easy.
The motel level was the hardest for me, but part of it was that the game didn't tell you clearly enough that hitting a wall (good call with the name change) caused the gauge to go up.
I don't get the point of the clairvoyance, it's not a powerup, you have it for free at every level that you may use it... So what difference does it make? The only time it made an strategic difference was on the level where you don't see the square colors and using it reveals only the next square. Though that can be beaten with trial and error.
Another thing, I strongly recommend either a short pause between dialogue and gameplay, or another button for the dialogue altogether. I had to restart 300 times because when I was skipping dialogue I accidentally played a card once it suddenly switched to gameplay. Also, having to go through the intro dialogue every time you restart was a pain in the ass...
The dialogue and the lore is fine, It's warm and comfy enough, some parts I found silly, but it didn't made me cringe.
Some of the cultural references were funny.

I rate it  okflashgame/10 
If you can manage a more consistent difficulty curve on last levels it may even be good.
Replies: >>324153
>>324119
I'd imagine one of the RPGM engines would be the easiest to start out with, they're "closed source", but have been pirated, analysed and modded so much that you can functionally do whatever the fuck you want to them at this point.
Replies: >>324171
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And I personally love the old style logos when launching any game, nice touch.
Replies: >>324153
>AI or not
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Why did you make a new one instead of bumping the agdg threa-
Where is the agdg thread?
>>324104 (OP) 
How much of this was sloppa and how much was yours.
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>>324146
>Sloppa
That sounds like an ork weapon.
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>>324142
O.k., I'm not crazy! I thought there was an old thread.
>>324135
Attached, fwiw.
>>324146
Sorry bro, it's practically sloppa all the way down.
>>324129
>okflashgame/10 
This is the highest praise I've received in my entire life. Dude, you're going to inflate my ego way too much, thank you.
>Though the difficulty is all over the place and some of the last levels are piss easy.
Yeah, I don't know. The idea I was going for was that the difficulty should match what's going on narratively. The idea being that there are these stages of:
<Talk to someone with your walls up for some time.
<That gets harder and harder.
<Something bad gets through, have a "fight".
<It's cold after that for a little while.
<Then you make amends, and it's incredibly easy again.
That feels really gay now that I'm writing it out.
>The motel level was the hardest for me, but part of it was that the game didn't tell you clearly enough that hitting a wall (good call with the name change) caused the gauge to go up.
I wanted something like "a boss level" for a puzzle game, so that faux difficulty is part of it, too. I'm glad it sounds like it worked out. I also changed the animations so there isn't an actual wall during that stage, too.
>You managed to make me put thought into beating some of the puzzles.
I said where they came from already in the OP, but the point of this was that since forever I've had this thought in the back of my head of, "You know, counterexamples in mathematics make for good game mechanics; why isn't that done more instead of copying https://en.wikipedia.org/wiki/Lights_Out_(game) in every bad game?" Part of my goal here was to try to see if I could do that irl, and to hopefully show how to do that irl. I copied a lot from my old copy of picrel book to make this.
>Though that can be beaten with trial and error.
In theory, they all can. It's an issue and something that I'm not sure how to fix.
>I don't get the point of the clairvoyance, it's not a powerup
Got it, that's fair. I wanted to play with one more mechanic I could use during the puzzles, came up with that, but I should just remove it.
> I strongly recommend either a short pause between dialogue and gameplay, or another button for the dialogue altogether. 
Got it. I'm really surprised I didn't think of this, because I got/get so irritated with the same issue myself when I was doing repeated playtesting.
>The dialogue and the lore is fine, It's warm and comfy enough, some parts I found silly, but it didn't made me cringe.
I feel more critical than you here. I don't like the dialogue, and I still don't know quite how to fix it to my satisfaction. Iori's lines feel so stilted throughout--I get I established that's she's a fucking autist going through conversations like they're puzzle games, but still. Why are they still going to the con after the motel/Why didn't Pippa ditch her? Why would Pippa even make an attempt at closing the distance with a fed? I make the bannings out like they're some over-the-top plot point, but in reality, who the fuck'd care? Eventually, I got to a point of writer's block and thought, "Fuck it, good enough." because I couldn't figure out how to fix these issues without having to throw everything out. There were actually a lot of moments that did make me cringe, but I was O.K. with them because my goto for cringe was "Is this better, worse, or just at A Goofy Movie? My goal was to try to keep the level of the dialogue right at that movie's standard, of all things to choose...
>Some of the cultural references were funny.
I feel like this is too egotistical to share, but two things I really liked: the shopping cart on its side "miles away from anywhere that ever had shopping carts" and how that came out in the end still gets a me to chuckle at myself. The screaming from the motel room is actually myself voice shifted and muffled. I pulled from a lifetime of hearing parents argue while I hid in my room, bad apartment complexes, etc.. I had a lot of fun with that one, even though my voice was really sore the day after. I remember Itoi saying that Earthbound's Onett was a love letter to rural city America. This is my love letter to America and the road trip even with its cultural decay.
Alright, I'm getting too sappy and full of myself, I need to stop.
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>>324153
>Sorry bro, it's practically sloppa all the way down.
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>ask @Claude-van-Grokk to make you a flash game
<33 instances of I plus a blank space in a single post
<This is the highest praise I've received in my entire life
<Dude, you're going to inflate my ego way too much, thank you
>>323659 was right.
Replies: >>324158 >>324173
>>324156
It would be reaal ironic if this was the same fag who basically never made any real progress at all and had multiple anons calling him a nigger..
Replies: >>324161 >>324173
>>324142
>Where is the agdg thread?
You're about a year too late, its corpse is now a skeleton... I'm happy this thread was made though. Seeing any form of gamedev on IBs is inspiring.

>>324158
I remember that fag. It was like 2-3 threads of the same shit and no game to show for it.
Replies: >>324173
>>324142
Aggy daggy kinda died on here quite a while back. We have a 3D modeling thread at >>294759 that was made separately after anons whined about just working on 3D models not being game dev enough in the last thread, and that last thread wasn't even supposed to be an /agdg/ thread but was made for Demo Day.
Then no one ended up making a new one and the one or two people that had anything to say just used that 3D thread since it had the logo in one of the images.

Years ago I was one of the people who made the threads sometimes, but burnout (and later me not posting on this site at all after Joyeuse's spergout) put an end to that.
I need to find a job before I'll have any chance to spend time on gamedev again, because I'm going homeless soon otherwise and there's no more neetbux for me. If there's still no thread by the time I get one and I manage to get back to it, I'll make one then. I did one gamejam a while back that I kind of want to expand to a more proper game.
Replies: >>324170 >>324173
>>324162
It's especially sad because 8chan's /agdg/ was pretty successful at producing actual game developers who could ship interesting things. Even the hellhole that was 4chan's /agdg/ was disproportionately successful in that regard compared to other gamedev communities. 
>spoiler
That's rough shit. Hopefully you can get something figured out, and I can keep that in my prayers for a bit.
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>>324134
Naruhodo, better to start there than nowhere.
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>>324158
>>324161
>>324162  (rough, dude, hope things pan out)
>>324170
Whoa, wait, hold up, because I'm ignorant of the history of this thread. Is the first time that we've had an actually playable game posted?
>>324154
>>324146
>>324109
>>324107
It's anonymous, the game is free, and people are having fun. What's the problem? You could argue that the quality isn't the same, and I mean yeah it's not amazing indie dev, but it's free. Is it just that the thing they spent years getting good at is now... less rare? And they're having a hard time sitting with that?
>>324156
>ask @Claude-van-Grokk to make you a flash game
Ackshually, according to the credits, this was done on local LLM.
>>324153
>I'm not sure how to fix.
Time limit? Retry limit? Failure sets you down a different story path? Randumb brain farts here.
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