/agdg/ - Amateur Game Dev General

Perfect edition

> Play Demo Day 13!
itch.io/jam/agdg-demo-day-13

> Helpful links
Website: tools.aggydaggy.com
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Thread
> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org

Other urls found in this thread:

steamcommunity.com/groups/ritsusforehead
twitter.com/sy0sa/status/845932073181339648
twitter.com/NSFWRedditImage

Remember that there is no GAME without GAY.

Anime is cute. CUTE

Progress

Any composers wanna bear mccreary my shit up?

looking at how perspective looks

also thinking about removing camera lock for some rooms and only using it in combat areas

Why isn't there any good games made with Godot?

...

forgot pic because i'm dehydrated

Look forward to My Game made by user.

Anime is cute.

The "thing" in the OP is the ugliest Keyon though. Have some taste for once people.

Kill yourself, Mugi is the cutest and most perfect Keion

maybe OP is black
ritsu is the patrician's choice because she's basically a boy with tits

Made the main input and output objects in the same style as other objects and did a simple visual effect when they transfer signals + some subtle AO and the connection energy stuff, which i guess is a bit too flashy.

Opinions?

I like azunyan

Been awhile since we had a pedophile OP. Thanks!

steamcommunity.com/groups/ritsusforehead

Loli jam in 5 days

literally who

keion

ah the OP is in honor of loli/pedo jam, got it
carry on

ok thank s

It's kinda hard to see the black donuts with all the flashy stuff going on, maybe make them glow when connected?

Loli jam is not happening

Yes it is, I'm looking for the right image to use as a banner on the itch.io page

I'm in development of a game right now and I kind of wanted to make a multi-party system where the player can control multiple characters, split them up, and have them travel around the map. Certain puzzles would require the characters to be split up among multiple rooms.

However, how big can I make the map before being able to split up the characters become less of a gimmick and more of a chore.

If you automate off-teams it could be less of a chore.

Like, if you give players the option to have them auto explore/grind/go back to town/whatever, it would take a lot of the "chore" feeling away. Power gamers could still control 1:1 if they wanted.

If it's puzzle heavy though, I imagine maps would have to be relatively small (or perhaps you just keep your team whole 99% of the time)

Well, remember that when you're dealing with multi-room characters, eventually those characters are going to have to meet up again, and all the fun of doing the puzzles is marred by the constant trudging back and forth just to assemble your party.

However, if you have elements to mitigate this effect, like a warping crystal that brings the party together or the puzzles that are solved create new paths in each room that lead to a central "hub" area where the party can meet back up without having to retread existing ground, you can extend your spread of party members.

Something like this?

Your thumbnails look like AMAZING pixel art.

... just thought I'd mention that.

I think a continuous glow would work better since I assume it's a continuous connection.

We can go pixel, man.

Good morning /agdg/! It's a beautiful morning, what progress are you planning to make today?

lol, that's neat

I paused my progress to learn Godot.

Am I a nodev now?

twitter.com/sy0sa/status/845932073181339648

Learning to use a game engine is the work of yesdevs, even if you aren't producing anything right now.

I want to make a top view rpg like all this rpgmaker shit with smt combat and pop-up text, maybe combining skills into new stuff.
I want to also include weapon wear and some sort of social links. Should i use gamemaker studio or some sort of RPGmaker?

Depends on how much game development means to you.
If you just want something quick and dirty then RPG Maker is enough, but if you want to learn programming concepts that you can carry on to future projects then GameMaker is the way.

>trying to find a solution online

RPG Maker (at least the older ones?) is quite restrictive. Most games have a strong fucking RPG-Maker feel.

If you go with RPG Maker you'll be able to make your game 1000x faster, though. You should do your best to break out of that feeling with scripts and whatnot.

lmao

i bore witness to the very best
>"i figured it out myself, you do X Y Z"
>all the replies telling him his solution is wrong and stupid
>he was absolutely correct and im one of the few who will ever know

Yes, there will be all ethnics in the game.

Where can i find tutorials on Game Maker 2? It seems that most of them are about the older version and im having some difficulty moving beyond yoyogame`s tutorial series

Can't wait to try it out

testing out the new speech boxes

This is actually accurate if from the perspective of the person posting the problem.
>Not intelligent; having it answered for you
>Intelligent; having the thread closed because nobody could answer or had to find answers elsewhere
>Really intelligent; an expert user has to send special information to fix the issue, possibly too technical or personal to show publically
>Most intelligent; figuring out the problem yourself and posting it online that you no longer need help

What exactly are you having trouble with? It shouldn't be too hard to follow old tutorials since the engine is still basically the same.

...

>hyper intelligent answer: Figuring out the problem yourself but responding to your own original query with a fake profile and incorrect response so that anyone that finds your question is further confused and misled so as to put you one above the pleb-programmer competition

I have been transitioning between Game Maker 2 and Stencyl to see which i liked better.

I found Stencyl much easier to learn but everyone keeps telling me to go back to GM2

So i watched yoyogames tutorial but still feel really lost in how to go from there on.

Also, i dont know how to "translate" GM 1.4 to GM2, by that i mean if the dude in the tutorial is doing something that i cant in the engine i get lost and cant proceed

Are there any guides how to create your concept? What I mean is that I have some ideas floating in my head and I wan't to make them into something more ordered.

wtf i cant believe someone actually made these

Where is your game?

is making progress monadic?

Provide a proof or counterexample

Looks better than most sprites posted here.

Ok, so, this is my brainstorming so far:

You're at school when it gets invaded by werewolves.

So then you gotta sneak and kungfu werewolves.

BUT the werewolves are actually really cute kemonogirlwolves!
...So you get a boner.

So now you gotta sneak and do kungfu WHILE trying to hide your boner, if anyone sees it, everyone will laugh at you and the whole school will think that you are a furry!

Mechanics:
The more you see and touch the werewolves(and especially the more they touch you) the larger your boner becomes.
The larger your boner, the harder it is to hide and the more awkward your movement and combat gets as you try to hide it.
Breaking the line of sight makes the boner smaller but the game's ranking will rely heavily on continuous and fluid action, speed bonuses and dick stealth.
SHAMELESS desperation mode gives you a temporary power boost but it is a high risk move that momentarily leaves you with no cover for your swinging chubby.
Different kinds of gear you find could affect the boner mechanics: tighter pants could make it swing around less but make it more pronounced, baggy pants hide a small one really well but a larger one will swing around almost freely, some weapons would take less hands to use, and etc...

My game is going to have hundreds of items. Is there any disadvantage to just having a c# file with all of them listed, rather than just using something like xml?

There are significant disadvantages to using c#, yes

>So you get a boner.
urgh
>Mechanics
>The larger your boner, the harder it is to hide and the more awkward your movement and combat gets as you try to hide it.
so the more you play the game the more the game punishes you?
terrible idea

>Is there any disadvantage to just having a c# file with all of them listed, rather than just using something like xml?
It's quite stupid and you need to rebuild your game any time you make changes.
It's like storing all your images in binary arrays and compiling them with your game.
Don't hardcode, keep your data outside of your code ffs.

In combat the growth would be there but on a manageable level, it would mainly punish you if you were being too slow and getting hit would be the larger punishment.

are you saying that because you think all pixel art is shit regardless of quality

No question mark because that's what you're doing lol.

You could download the old version just for learning and it shouldn't be too hard to find your bearings once you migrate, the free version of GMS2 has some pretty strict limits too like only 15 objects max which would probably kill any attempts at following tutorials that aren't super basic.

>getting hit would be the larger punishment.
we have a system that punishes you for getting hit, it's called health
>it would mainly punish you if you were being too slow
so damage over time? terrible idea
>In combat the growth would be there but on a manageable level
if it's already managable ie. it doesn't matter why put it in at all?

xml it is then, thanks!

Will weapon wear make your game more fun user?

At that point you should be making a quick tool to edit/load/save item data. You shouldn't be touching the data file directly, so it doesn't matter as much what the format is.

>fun
ahahah come back when you've gotten past your delusions that that word is useful for gamedevs

sent you the solution :-)

Manageable if you're gud.

you need to tighten your hitboxes, the more low res the art, the more precision people expect from the game.

>Manageable if you're gud.
shitty mechanic for a shitty game idea

:(

you forget "no, don't do it, I don't like this idea", a local specialty at stackoverflow.

>shitty
I'd say it was a bit dorky of a game idea.

it's pornographic and not even fun

do you people even know what fun videogames are like

My first human head model and it's fucking creepy looking. Not sure if this is a good thing or bad thing, since it's meant to be a horror game anyway.

>fun

Sounds like a health reskin.

I'm not saying it's bad, it actually sounds pretty hot and funny.

SUCC

how many layers of fear are you on

>it actually sounds pretty hot and funny.

Heh, oh you guys.

Don't hate the player.

...

Just like the good old days playing dungeon keeper.

it's not a game so it doesn't have players
looks suspiciously like this

i hate memes

when will memes die

Memes will live as long as humankind.

Name your least favorite memes and I will do my best to not use them anymore.

You mean this guy?

Meme-scientists have calculated the death of the internet meme culture to be around 2025

I suddenly wrote a 2.5D sdl/opengl/c++ engine. What should I make on it faam

Just wandered in from /v/, I don't get it, what does fucking children have to do with game development?

What does shitposting have to do with game development?

most of us don't know either

>not the first post from this IP
Are you bored?

i just solved typing in vr

what have YOU done today?

What engine does /agdg/ recommend for card games?