/agdg/ Amateur Game Dev General

Please send help edition

> Upcoming Demo Day
itch.io/jam/agdg-demo-day-8

> Upcoming jam
itch.io/jam/wi2016

Helpful Links: alloyed.github.io/agdg-links/
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg/

> Chats
steamcommunity.com/groups/vgamedevcrew
webchat.freenode.net/?channels=vidyadev

> Previous Demo Days
pastebin.com/zsDQmN9K

> Previous Jams
pastebin.com/QwcSPdnx

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org/
LÖVE: love2d.org/
Construct 2: scirra.com/construct2
UE4: unrealengine.com/what-is-unreal-engine-4
Unity: unity3d.com/

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

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

Other urls found in this thread:

youtube.com/watch?v=ZS96BuiZDag
visualstudiogallery.msdn.microsoft.com/8799bdda-b6f1-44c1-b029-23ef51b31c18
youtube.com/watch?v=Zg1sgrw1PGM
youtube.com/watch?v=BbxxTbuolms
youtube.com/watch?v=Ly7uj0JwgKg
youtube.com/watch?v=ei40l33baGw
youtube.com/watch?v=jiY6HmGDtLY
youtube.com/watch?v=E3lSpY9ggpQ
youtube.com/watch?v=6V_J5-gmhRA
en.wikipedia.org/wiki/Trap_music
youtube.com/watch?v=6wL2VvmR5MM
youtube.com/watch?v=MmXtzGyfnk4
xnatd.blogspot.com/2012/08/platformer-starter-kit-ramp-example.html
pastebin.com/p31c45XA
pastebin.com/hUuMubHf
youtube.com/watch?v=V3Et_W4T7Lk
youtube.com/watch?v=bPdK5-Y2K0M
youtube.com/watch?v=pVwDlkJoITU&list=PLpllqzgq8wPbxgemyiAEf-iYhJOPz40X0
youtube.com/watch?v=99TCWaHmWKc
twitter.com/SFWRedditVideos

...

I'm here to make games and nodev
and I have no idea how to make games

i make sdl wrapper but no games :(

motivation low to nonexistant
how do i fix this?

after only working on that for (I guess) 5 minutes, you already give up?

believe in the heart of your game

>SDL_WINDOW_SHOWN
>SDL_Delay
Why would you even bother?

>init method instead of constructor
>newing instead of using the stack
>forgetting to delete the scene
Disgusting.

>he fell for the godot meme

kek

I need abstractions to speed up making other abstractions.

I like the init method.
I like newing, because its a NEW object :^)
The windows handles deleting and loading scenes dynamically

...

Anyone wants to die because /finals/ (GONE SEXUAL)

With Unreal Engine 4, do I have to use Visual Studio when writing C++ code? Is there a built in code editor?

>tfw finals are next month

fuck cuny

No built-in code editor, and you can use any code editor, but VS is pretty seamlessly integrated, and GOAT IDE imo.

Are demo days sporadic or monthly?

>Being in highschool or w/e
I dunno, I'm in eng undergrad and my finals are this week.

Every 2 months.

Currently bi-monthly.

I'm struggling to display these stats.

Every couple of months

Alright thanks.
I've just been hesitant about VS. It just feels too big to me.

Dev Music. Actual dev music, as in music you actually dev to. Not "I like this youtube" but "this is good music to put on while you dev."

youtube.com/watch?v=ZS96BuiZDag

>do some unreal tutorials
>pretty neat
>find the ue4 official doc page
man it's gonna take like 6 hours to read all this

Nah, it's actually pretty easy to pickup, even if it's a big download. I've tried others, Notepad++, Netbeans, Codeblocks, Eclipse, and others and it's the comfiest one imo.

UE4 documentation is shite, you should learn everything with Youtube tutorials and by aimlessly clicking on buttons.

you don't need a lot of it but it's pretty good

I'd suggest getting
visualstudiogallery.msdn.microsoft.com/8799bdda-b6f1-44c1-b029-23ef51b31c18
I also added shortcuts for Ctrl+/ and Ctrl+Shift+/ for Comment/Uncomment Line.

Definitely take some time to look up some of the common shortcuts/tips people have online.

Thanks Devs

What is an easy perspective for art for someone who's shit at drawing? Everyone including myself seems tired with side scrollers so I wonder if there's any other alternatives. I've considered 3D but there's so many details in its visuals that it just seems overwhelming.

>this is good music to put on while you dev
you go first

hire an artist

I dunno seems pretty good to me. Tutorials are good but the big difference of following a tutorial vs coding on your own is "what is that function called and what does it do".

Docs are looking real good at providing the base functions/parameters you should be most interested in and giving good descriptions of them.

youtube.com/watch?v=Zg1sgrw1PGM

But I di-- oh I see.

youtube.com/watch?v=BbxxTbuolms

Much better.

now this I can dev to

how get game idea

DRRRRRRRROP OUUUUUUT OF LIIIIIIIIFE WITH BOOOOONG IIIIIIN HAAAAAAAND

steal a genre that's been dead for 10+ years and modernize it

Made some sprites now that I kind of decided on the player character design mabib.
Crouching added as well.

this
youtube.com/watch?v=Ly7uj0JwgKg
and things like this

actually the flume mega album of all his work on repeat was the only thing i listened to whilst dev'ing all of 2014

youtube.com/watch?v=ei40l33baGw
Trap city, chill city or edm city
and then i just click "Play All" on their upload history

Pretty

BUT

TIME TO DEV
youtube.com/watch?v=jiY6HmGDtLY

>trap city
Mein Negro

I have a question regarding best practice and design. Assuming you have a game that's turn based, how do you approach programming the mechanics? Is the entire board treated like dumb data manipulated by a master object that has all the rules hardcoded in sections? Or should it be more distributed than that?

Oh great, we are on the topic of traps again.

Damn, I love the art.

futas are the worst. stop ruining drawn porn with your misleading thumbnails, you dicks.

You are such a unique subset of people. I really love you. There's a lot of shitposting, I don't care, I love it all. I think this general attracts a lot of very interesting people. I'm sorry I don't have a game. I love seeing your progress.

I love /agdg/.

youtube.com/watch?v=E3lSpY9ggpQ

that's cool, can someone answer my question

i want to know what software they use to make the video animations that go with the videos and how automated it is and if they made it or got it from some third party
>trap city sign has name of the song and a timer
>the trapcity sign pulses to the baseline beat
>there is a juicy animation that plays whenever the beat drops and picks up again, also sometimes when the hook or chorus comes around
>the bottom of the trap city sign is a wave form visualiser that goes with the song
it could very well be some autist doing it in after effects
but it might be some drag and drop thing where they drop in the .mp4 and it outputs a video

>without a body or a mind

What question.

youtube.com/watch?v=6V_J5-gmhRA

Well there's hardly ever a best approach. You could have a game state that has a function to move a character, the character could have a move function, the game board could have a move function, there could be a movement component that you attach to a character, etc.

Generally probably just go with whatever makes the most sense to you. If you don't know enough about what the best option is, you'll learn by trying.

oh we have some "interesting" people alright

...

en.wikipedia.org/wiki/Trap_music

either way works
if you're using a drag-and-drop component based system like unity it makes setting up the game via distributed design very easy compared to master object but even in unity you can do it both ways.

my current game in unity was very distributed at first but i've since been making "master" this and "master" that and consolidating all the different moving parts into managers and just basically making it more central and robust.

Like i have a const.cs file that holds constant values from which things build and configure things from instead of having a gazillian diffirent prefabs with different settings

I've tried a lot of stuff. A big master control approach generally leads to having a hard time figuring out what's precisely happening at a given moment with who, and feels super inefficient and has a lot of checking, where as a more distributed approach where objects handle more of their own stuff gets tangled, and I end up with a lot of undesired and hard to track behavior because something mucked with a bit someone else wasn't expecting to get mucked with.

I'm mostly curious about best practices when it comes to approaching things like that. I figured it was well trampled ground with all the popular tactics games, and was curious of how tried and true implementations went.

youtube.com/watch?v=6wL2VvmR5MM

>tfw you realise you just actually contributed instead of shitposting and it felt really really good
fuck i gotta stop shitposting
giving that answer felt so fucking good,
usually i'd just " :^) where's your game "

guys you should try it, try NOT shitposting for a bit, it's such a breath of fresh air

t. Long time habitual shitposter, first time contributor.

Funny way to spell furry degenerates and kobold-fuckers.

:^) where's your game

do you get jealous when you see a really good game being made by a successful dev?

You could try looking at the code of some of the more successful roguelikes.

When I tried making one I had all the turn management stuff live in a class, the board store all the positions of everything, and the characters handle all the logic of interacting with each other. It worked well for me. Can't say I know any tried and true methods though.

Not him, but this is what makes me determined. Seeing the amazing things /agdg/ is making, it pushes me to make my own game. I love you guys.

If I could just sit down some programmers from SNES and GBA games and ask them what their documents looked like, what the paper and the writing and the plans looked like, I think I'd have more information than I could take in in a month. I learned to dick around, to try and see what worked, but I want to see process. Process that worked and process that failed. Seeing all these things emerge from the development of NES titles that's been coming out recnelty (like how mario and zelda emerged as branches from a singular idea, and how big mario was originally going to be how he always was, but it was changed because he was too big on the screen, and how he was meant to have guns) is really enlightening and I love to see it.

Same. Seeing how retarded some yesdevs are reminds me that I've got it in me to make good games.

youtube.com/watch?v=MmXtzGyfnk4

so anyone know why this slope algorithm (xna/monogame) causes the player Y position to alternate between 2 values (it's a float, so something like 900 and 900.97) when he reaches the top right edge? webm related

xnatd.blogspot.com/2012/08/platformer-starter-kit-ramp-example.html

if(jiggle)
!jiggle

My wild guess is that because the player's origin is slightly to the right of the slope tile, yet still somehow registers a collision with the slope, it gets put up too far.

No one really wants to read through the whole program. Post the code in question in a pastebin with relevant syntax highlighting and an expiration time.

I think the reason everyone is here is that they believe somewhere deep down that they can match or beat other devs at making their own games. I'm sure everyone here has been playing games and just been like "man this would be so much better if X" which are definitely thoughts brought about by the illusion that "it wouldn't be that hard to fix X" without knowing how much work goes into a game.

Short answer, no because I think most of us think we can do better, even if we have no backing to back that up.

>and an expiration time
for what purpose?

Why would you want a temporary paste to be permanent?

Because one question about this doesn't need to live forever on the pastebin servers?

pastebin.com/p31c45XA
main thing

pastebin.com/hUuMubHf
the SAT part

>he doesn't transmit EVE Online spy data that is jumbled via a text switching algorithm to his spymaster via a pastbin that expires in literally 10 minutes.

step it up man.

Fags.

youtube.com/watch?v=V3Et_W4T7Lk

Do people really do that?
EVE Online stories are so great. It's not something I'll ever play, but I love reading the crazy stories.

tiles are 40 width, 32 height

There's a hardcover history book about EVE online you may be interested in.

Idk if people use that exact method but spying in EVE is serious business.

For example its a common tactic to gain administrator access to a alliance/coalitions private forums and pull/archive their threads/user information. Multiple times CCP has had to deal with whether spying has crossed the line from an "in game" activity to a illegal criminal activity.

could be something like the collision for each tile is resolving 1 pixel apart and it's drawing after resolving each collision, or it's resolving both collisions with the same starting position so it's offsetting more than it should, etc.

too hard to say for sure without some debug statements in there

too bad eve itself is a shit game

Homo

youtube.com/watch?v=bPdK5-Y2K0M

right, ill see what i can do

How le shit do I get over "the beginner's impossible difficulty bump"?

>I don't like it
>Therefore its shit

EVE is a great game simply because it knows it can't be true to itself and please everyone. So instead it pleases its audience to the maximum amount possible. Its a game thats determined to live forever as part game, part social experiment into the process of an external online reality beyond our own. Thats what makes it great. The people that play it care far more about the sandbox/history/future of player actions in an online situation than things like balance or fun on a moment to moment basis.

>EVE is a shit game.
Maybe it is a shit "game" in the traditional sense of something you do in free time for fun.
>EVE is shit at being EVE
Is completely wrong, its an astounding achievement both on a community and technical basis. Stay buttmad fag who probably thinks the non existent Star Citizen is the greatest thing ever because "manual control" or whatever shit their shilling nowdays.

eve is a shit game

orbit me bro

To be honest you'll never get over it. None of us do. We just keep pretending like we know what we're doing until eventually we make a game that we love.
That's all there is to it. Don't know something? Look it up. Then pretend like you understand it and just do it. Eventually a game will appear.

I'd have to undock first bro. I'm busy updating my skill queue and jewing in jita.

>Trying to make RPG combat system
>Go on youtube to try and find a tutorial to learn from
>All of it is horribly outdated or hardcoded
I just want to learn how to fucking make this work, goddamnit.

youtube.com/watch?v=pVwDlkJoITU&list=PLpllqzgq8wPbxgemyiAEf-iYhJOPz40X0

all the tutorials. if you don't understand something in a tutorial, stop and figure out why

it also helps to start with simple ideas and not necessarily a game. make a command-line poker game, and google each step you need to do. make a basic platformer in game maker, doing the same thing. build up to a bigger idea. the main goal is experience

>Not using a super long hard coded if else statement for game logic.

step it up senpai.

Find tutorials that explain why you're doing something and how it works. Do those until you have learned everything they have to tell you.

You haven't even hit the "Oh fuck, those tutorials didn't tell me how to do this bit, let's see if I can work this out myself" bump yet.

That's when the real fun started desu!

Beautiful yesdevs, I love you so much

youtube.com/watch?v=99TCWaHmWKc

I love you, I love you, I love you.

Tbh we collectively posted like one post of progress in this whole thread, so we're not that deserving of love. I can't wait to get back to my desktop.