/agdg/ - Amateur Game Development General

You and your games make the world a better place edition

> Next Demo Day 16
itch.io/jam/agdg-demo-day-16

> Play Demo Day 15
itch.io/jam/agdg-demo-day-15

> Helpful links
Website: tools.aggydaggy.com
Weekly Recap: recap.agdg.io
AGDG Steam Games: homph.com/steam
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

Previous Thread: Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
UE4: unrealengine.com
Unity: unity3d.com

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

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

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter

Other urls found in this thread:

youtube.com/watch?v=gN2zcLBr_VM
purplepwny.com/blog/gamemaker_is_an_abomination.html
forums.unrealengine.com/showthread.php?60683-If-I-release-an-Unreal-game-for-free-but-receive-money-via-donations,
youtube.com/watch?v=k6PfN5vqppc
nicovideo.jp/watch/sm31554450
twitter.com/AnonBabble

First for dev.

reminder that dev music is a nodev meme

Does moddability make an indie game more popular, or does that only matter if the game already has a community?
How much work is it to make a UE4 game moddable?

I expect to see progress in 1 hour.
Your time starts NOW

i kinda want to get into game dev shit and i feel pressured to make an engine and learn to code from scratch, like that's what all the real niggas do

but at the same time i hear that takes a lot of work and if i can just get by and make my dream game with game maker, why don't i?

but then again i hear real niggas make engines from scratch and don't rely on game maker shit

youtube.com/watch?v=gN2zcLBr_VM

>not being able to appreciate the fact that some listen to music while working to concentrate more

how do i market an indiegame?

GM is a tard trap.
Use Unity, Unreal, or Godot.

Enginedev is a meme. Without a team, you shouldn't make an engine unless your goal is to make an engine, instead of a game.

Mods are always good.

Depends on the type of mods I'd imagine. UE4 has a modding framework which I believe requires the modder use the editor.
There are alternative ways for you to import meshes and textures at run time.

what exactly makes it a tard trap? i'm not all that familiar with these things

I also thought Unity only let you make 3D games, i'm like a grandma when it comes to this stuff

tweet pretty gifs
make a game that appeals to lets players and get it in their hands somehow
be part of the sf indie clique
post directly on forums / communities if your game is niche enough


the godot article has some more advice

>have been constantly listening to vidya music while making progress
I guess all that progress I've made is nonexistant

>tfw hifumi was supposed to be a phantom thief but their 100-hour linear RPG was too short to fit another party member

if you don't know why you would need to make your own engine, chances are you don't need to.
it's pointless unless you're doing it for a reason.

You do all the generic shit everyone tells you to do, but you should also try to do something novel which will make journalists actually want to write an article about what you did.

Let the product speak for itself, if it's good it will get around by word of mouth

>giving fellow devs bad advice to reduce the competion

Risk of Rain and Spelunky were both made in game maker.
You should develop engines some day, but in the meantime: remember that engidevs hate themself.

>what exactly makes it a tard trap?
It's designed to be moron-proof and marketed primarily to fools who think programming is hard. Despite this, the drag-and-drop system is worse than useless so you'll be stuck writing code anyway, but it will be in a shitty language.
purplepwny.com/blog/gamemaker_is_an_abomination.html

If you want to make a 2D game, use Godot.

>game maker is an abomination
>look at the games these guys have made
>two endless runners
>a mobile game where you fling stuff around

Nah.

damn, yeah, I did hear before that GML is actually garbage as a programming language. I'll certainly give Godot or Unity a shot and see where I go from there. Thank you for the info.

On a side note out of curiosity are there any notable games, in /agdg/ or otherwise, made with Godot?

No and I wouldn't recommend godot right now either, it's still in its infancy so the documentation is minimal and there's a few things it just can't do, you have to do a longwinded shitty process to make tiles for example.

If the tool is too shitty for shovelware, why do you expect it to be good for anything else?
The GM dev who wishes he was working in a real engine instead but is too far in to start over is practically a Jungian archetype.

It's always the same.

>game development is literally impossible as a career, give up now!
>nothing but shit in their portfolio

>blames the tool
>not the incompetent devs
Shiggerino diggerino.

godot is new. there aren't too many games made with it.
i'm also not sure if 3.0 is out since I don't use godot, but i would wait for that to come out if it hasn't already, since it's apparently going to have C# support.

if a character of a game recites a few lines of the lyrics of a song (perhaps the most recognizable lines) would it constitute a copyright violation?
no music, no midi, no shit, just the lines from the lyrics

I don't think so as long as it isn't too many lines

Only a lawyer can answer that question.

Shovelware is shitty by nature, dev's fault again not the engine.
There are nice games made in gm like there is a shit ton of shitty shovelware made in unity too.

Depends on the context, but very likely would be fine.

well fuck.

i just want to make the nothing-crazy 2D pixelshit game of my dreams but I realize I don't want to make an engine from scratch

so game maker is a buggy-ass mess, and godot is too new

should i just fuck around in unity then?

>calls writing code for GameMaker bad
>recommends Godot instead

What engine would be the best for making a game with a similar artstyle to the Mega Man Legends series (3D)? I asked this in the last thread but I don't think I got any actual answers

I suggest picking one or the other, gritting your teeth, and adjusting. There's been people here that've been making cool shit GM, Umbrella Warriors is being made in GM, for example.
Godot shows a lot of potential, and there's a few dudes here using it. But those guys might have some previous experience under their belts

Unreal or Unity

most of their complaints aren't really wrong, but they're very surface-level and the article was written when gm:studio was still in its relative infancy, so it was a bug-ridden piece of shit (i've dealt with none of the bugs mentioned in the article)
scripts working as they do is a non-issue if you get used to it and lack of sophisticated stuff does wonders for lowering the entry barrier

the real problem with gm:s is the massive amount of baggage the engine automatically throws on every instance of an object (mentioned in their article) and that you can't disable, you need to either deal with that and possibly lowered performance or dabble in counterintuitive and hard to control shit like storing stuff in deactivated instances or built-in structures
compile times for testing can get pretty extreme too once you get far enough with your project
this is why gm:s is barely suitable for menu simulators and more complex/asset heavy games

with all that said godot is a meme until it's proven good by its most fierce supporters

Lemme ideaguy for a sec:
Open world RPG setup of Morrowind, setting and tone of Deus Ex.

just
like
choose one nigga

you can make an great game in unity, you can make a great game in gamemaker, you can make a great game in godot. the practice you get in any of the three will be valuable later.

maybe try to make a small game in each engine and see which you prefer.

Not him but I've used both engines and can say that Godot's scripting is far better and more complete (and the rest of the engine too).

>compile times for testing can get pretty extreme too once you get far enough with your project
I thought it was my shitty computer's fault.
Really funny when you consider pre-studio GM compiled shit in a couple of seconds.

That's just New Vegas but cyberpunk.
Also it'll suck because cyberpunk has to be set in a city and there's no way you're going to make an interior for every building in a Vvardenfell-sized city, so it'll just be GTA with clunky controls.

>pre-studio GM compiled shit in a couple of seconds
This was always a nice thing, even with larger projects or doing stupid things like 3D
not posting it

do either of those cost money?

skeletons now fear you

both, once you start making money

Only after you reach a certain revenue threshold

Do donations count if the game itself is free?

>game takes 2 minutes to compile after changing one thing
>that's if it doesn't decide to resave everything for no reason
>with automatic backup it's 5 minutes
I don't think GMS is made for large games

Why would anybody use Unity when UE is far better at everything else?

For UE4 donations are exempt as long as they don't give you anything special in-game, don't know about Unity

leftover memes from when Unity was the only indie 3d option, and Unreal's training wheels still aren't as extensive as Unity's so it's not as easy for absolute beginners

players can now be in separate rooms in co-op
its still wonky as fuck though

who is this?

Depending on the way you set up the page, but 90% yes. Pay-what-you-want on itch counts. A patreon page for the game counts.

The only case that MIGHT not count is if you have a patreon page for YOU as a person. You migth be able to get away with putting links to the game on that page, among other things that you create.

I didn't know that. Looking at forums.unrealengine.com/showthread.php?60683-If-I-release-an-Unreal-game-for-free-but-receive-money-via-donations, it seems like it's definitely implementation dependent, and both the scenarios I mentioned would count.

But this kind of thing is settled between you and unreal and your lawyers, there's no exact list of what's allowed and what isn't.

I don't know about Unity, but UE4's royalty only applies to the game itself, including DLC and micro transactions but nothing outside the software.

However, I'm not sure if "back my Patreon and I'll let you vote on the next fetish I add to my degenerate porn game" counts.

why is the hammer editor so much fun?

As far as actually putting your game 'out there', Unity is more convenient.

Supporting multiple platforms is much easier and the package sizes are smaller.
I wouldn't ever bother putting a UE4 game in a browser which might be important to some people.

bailey jay

since when does hammer not look like complete ass?

Just to clarify, I'll probably have it set up as a small section on the game's website that could say something like "If you liked this game and would like to see more by the developer please donate to my paypal" or something along the lines. It wouldn't give you anything extra in-game.

>there's no exact list of what's allowed and what isn't.

That's literally what the eula is, and what the last post says.
>However, no royalty is owed on the following forms of revenue:
> 8. Revenue from donations for a Product which are not tied to Product access or in-Product benefits

That's kosher.

>it's a dude
fuc

Because it has (for now) unparalleled BSP tools. Everything else is terrible so once you leave the blocking phase it isn't fun any more.

The devil's in the details.
>donations for a Product which are not tied to Product access or in-Product benefits
Is the key phrase that needs to be interpreted.

That's not even bailey m8

a game where the spoops happen in reverse

Are you saying you like the look?

true that... I want hammer 2

C++ is too hard. Unreal looks like it takes too much time to learn desu.

I was more talking about the new UE4 BSP tools

so it should be allowed on both Unity and UE? alright now I just have to choose between the two somehow...

It pretty clearly does not include donations that don't affect the software in any way, even if you solicit them directly from the main menu.

However, it clearly does include a Project64-style ebegging scheme where you make a pop-up that appears every time they program starts unless you give it a code you can only get by donating, so that's something to keep in mind.

I don't really see how that could possibly be interpreted to include free games with optional donations which don't do anything, in fact it seems like it was added for exactly that circumstance.

It's definitely allowed for UE.
I don't know much about Unity's royalty scheme, but iirc it only applies to annual revenues over $100k anyway.

Their portfolio may suck but I assure you all their complaints are perfectly valid.

i getcha now and agree.

Ok thanks for the information.

From my experience, compile times are only long if you're using the YYC compile option. Of course you want to use the YYC when actually building an executable or to properly test performance, but for testing stuff while working the normal Windows target should do fine (unless you really need the extra script performance).

I have a big GM:S project with over a thousand scripts, and compiling only takes a few seconds. (Not counting the initial compile where it converts audio files, builds texture pages, etc.)

I'm trying to make a game that's kinda like a cross between morrowind and fallout 1, with retro-esque graphics. I know c++, Java, and Python. I've had some trouble setting up Ogre3d. Any tips? Should I go with irrlicht?

>what is cryengine modeller

Interesting, I'll have to re-check. I only used GM:S once and the long compiling times was a turn off so big for me, that I never used it again.

It would not. That would fall under fair use, as it's a derivative work. Now if you played a clip of the song, that's a different story.

Imagine a webcomic with some animated/interactive elements like homestuck, but with bigger focus on games as part of the comic.
Should the minigames need to be beat in order to advance to the next strip? I'm unsure if this question fits here, but I'm the gamedev I guess.

>That would fall under fair use, as it's a derivative work.
You should not give advice on copyright law if you don't know what "fair use" or "derivative work" mean.

if it's a game, yes.
if it's an interactive comic, no.

figure out which yours is and you have your answer.

what are some of aggy daggy's favorite tools for deving?

my shitty (soon to be) doom clone with procgen that im writing from scratch in c++ and opengl now has proper collision detection

youtube.com/watch?v=k6PfN5vqppc
nicovideo.jp/watch/sm31554450
>both japs and koreans already made Nenequest
Damn, I kinda wanted to make it. They don't seem to have the 2 player mode though

Just do what Homestuck does and don't make the next page button appear until the interactive segment is over.
You can't actually stop the reader from typing the next page's URL into their address bar, and you shouldn't try.

How do you guys like my UI?

I write messy code so C++ genuinely scares me. And no way in hell I'm using Blueprints.

You can also alternate between what said at different parts of the story.

You can make required mini games more difficult to show the higher stakes and struggles of the characters

Always nice to see progress from you, user.

neat

it's kind of hard to tell when there isn't anything on it yet

tfw to smart too understand visual programming

It looks like pixel art except for the arrows

how many clones?

>procgen
what