/agdg/ - amateur game dev general

> CURRENT JAM, MAKE GAME!
itch.io/jam/wj2016

> Demo Day 8, go play games!
itch.io/jam/agdg-demo-day-8

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 (embed) (embed)

> Previous Jams
pastebin.com/QwcSPdnx (embed) (embed)

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org/
LÖVE: love2d.org/
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/
freemusicarchive.org/

Other urls found in this thread:

youtube.com/watch?v=YHL_Bk60F_4
youtube.com/watch?v=wQxIWhhxboE
twitter.com/AnonBabble

first

When making a song can I just steal some other song main music loop?

If I say I did it as a tribute and reference to that song i'll be fine right?

No, that's copyright infringement. You have to arrange a license to be permitted to do that.

if you have a LLC you'll be fine.

I'm going to do the enginedev thing, /agdg/. It will be painful and also some good fun.

That's not what I wanted to hear so I'll ignore your post.

If you can defend it as fair use, you can.

ask the permission first

PS: no one is going to sue you over a song, calm your paranoia!
the cost of lawyers and shit is too high for them to take that route, maybe they will try to scare you but thats it
in complete honesty, why waist time on engine dev?
they are 100s out there. alot of them are free too

come on, no one will sue nobody

Anyone so lazy as to steal rather than coming up with something original is never going to finish a game anyway, let alone one that's any good.

Do what you want.

look at me and my penis haha

thats the spirite
yeah, you keep fighting the good fight brother
lets see if your audience will give a shit about how you handcrafted all your in game shit, one polygon after another
people love VFX and UltraHD visuals, and particles, shit load of particles lol

Why is this giving me a DoAdd error when it calls lines 11 and 12?

The array is its calling from has numbers stored in there, and the format of what I wrote matches the GML manual for draw_text strings.

Not sure what's not working...

i don't give a fuck what my "audience" thinks. I make games because I like making games.

I'm assuming those values are real and not string.
draw_text() doesn't cast real to string for you, you have to manually do that with string().

Why waste time making games? There are 100,000s out there. A lot of them are free, too.

change hp_current to string(hp_current).

Same for ct_current and hp_max.

Works like a charm. Thanks homies

Pushed the button this morning and now its out in the world.

Now its time for coffee, I haven't slept in 24 hours and it's starting to hit me.

Congrats user

So I tried fixing my arms but the back one still doesn't seem right. It looks like he's dancing. I didn't ignore the user who said it looks like he's ice skating, I just wanted to get the arms down first.

who /buried under a pile of bugs/ here?

respect for ^this man

/buried under a pile of unfinished art and ready to start a new project/ here

Depends on how similar they are I suppose
youtube.com/watch?v=YHL_Bk60F_4
youtube.com/watch?v=wQxIWhhxboE

because i have an original idea
making something that already exists is stupid
unless you are making it better
i have new idea

now why are you making an engine from scratch?
got better concept? design? speed?

Congrats emdoodev

why is he dancing?

I do it because it's fun and because I can do better, given that I can tailor it to my specific game.

Not the original user, by the way.

no i'm /editor crashed before i saved/

get dem weapons

I'm not sure why collision with pickups isn't quite working, as you can see with the sniper rifle.

Because shaking it's all he knows.

And I'm learning how to sprite 8-directional movement through trial and error.

blender game engine?

My own, though I did make the pistol in Blender.

Totally nailed that phone interview famalams

make the shoulders move a bit
leg animation is win

>$5 and 15% off
Great this an easy easy purchase.
Congrats on getting you game out, man. I've been looking forward to it.

Just finished fixing all known bugs actually. Feels pretty good.

how long did it take you? that is some epic 1MA engine

give money pls

you'd think after all these years visual studio would just have a built-in function to auto-include all the appropriate header files

>making 3d projection of 2d field
>going well
>someone mentions it should be a triangular field of view
>decide to try it
>need to calculate if point is within a triangle
>game maker studio has a built in function for this
>using game maker mac (all i have)
>no point_in_triangle function
>have to set up my own
at least there were good resources for this. here i stole this verbatim. let's see if it works.
pic

Headers were a mistake

Ritchie and C were bigger mistakes,

I'm sorry this is a video game development general.

If you could leave we'd all greatly appreciate it.

Only if you give me a gf
Oh that's right, I already have one
Just give me your game, fuckbutt

>going on the internet to tell lies

That's a horrible idea.
This feature will break once you have two header files using the same name for something.

People don't move their arms that way while walking. The arms don't have to move that much to convey the idea that they are swaying back and forth relative to the body.

You can utilize changes in hue toward lighter and darker in the arms to convey their position. That should help you out...

We must have gotten this from the same place because i do everything exactly the same, even a var names invDenom.
Learning barycoords have made interacting with my 3d mesh so much easier.

Thank you!

>he takes himself VERY seriously

you can't save people from themselves

that's what namespaces are for

consistent yesdev
you've been around for a while
is this all you do?

If only there was a way to group things so name clashes don't occur

I had to do a bunch of refactoring to get the text log working. First, I had to make a Damage struct to store amount of damage, type of damage, and the source of the damage. Then, I had to go back and fix all my arrow/projectile code to use it (because arrows were the first thing I did when I had no idea what I was doing - the arrow class had hard-coded 20 damage).

Anyway it's roughly working now. I still have to do calculations for word wrap, and I'd like to make damage from different element types appear in different colors, but that might not be worth the effort. It'd probably take an hour or two to write all the code for color tags.

c-c-kun?

I don't really see the issue.
If you forgot an include, the compiler will tell you, you add the include, everything is fine.
There are worse things that can happen to you and with some time you will eventually get used to adding includes right away.

Ey bby

Whatcha been up to m8?

I feel like that's not the webm you wanted to make

Yes.
In fact I'm putting this on ice for now.
Did everything today.
I'l go back to it later.
Not sure I like ECS that much...
Should probably just do straight procedural programming instead.

>Question
Do /agdg/ has a problem with erotic games?
can i join or should i just gtfo?

It's a game, so post it if you want.

>If you forgot an include, the compiler will tell you, you add the include, everything is fine
Except what it actually says is "cannot call function on undefined type" and points you to like 3 different classes. You don't know if you forgot an include in the cpp, a forward declaration in the header, etc. This ultimately leads to a lot of duplicated includes, which makes it even harder to debug as projects grow and grow.

I've been doing C++ for a lot of years and it's still one of the most annoying things.

>Do /agdg/ has a problem with erotic games?
Yes
>can i join
Yes

Progress is progress. Progress is welcome.

You will accurately get called a money grubbing fiend, but otherwise yes.

Just graduated, now I'm searching for a part time job so I can support doing engine shit
I got a friend that wants to invest in a system for digital tabletop and board games that Imma be working on for the forseeable future

Finally found some time to pick this back up and get a little further.
Player can move around and when he spawns it instantiates a chunk.

so now I just need to write code for the chunks to have colliders on their edges that load the next chunks when the player gets close.

each region of the map, north south east and west has 9 zones, and each zone has some number of chunks. I'm not sure if it would be easier to keep track of the player's location by their transform or by chunk index for figuring out which chunks to load and which zone and region their in

no it wasn't hahaha the dingus webm was messed up

>I got a friend that wants to invest in a system for digital tabletop and board games that Imma be working on for the forseeable future
Sounds boring, but that's good I guess.
How far are you in the C Engine™?

You should know your libraries/own code well enough to be able to find the header you need to include from the "cannot call function on undefined type" message.
But then again, I primarily code in C and try to stay clear of the oop insanity.

>Populate world
Lewd.

thank you, happy to be in a community
i dont mind

>conflict
>VS prompts you for conflict resolution
Done?

Really just a suggestion would be nice.

...

>200 hours on his own game
T-that's a lot.

Trying to think of how Im going to make some dialogue options do something other then advance the conversation, like triggering an event, and the solutions seem grim.

In a perfect world where everyone has every line of their code memorized and never makes mistakes, that's a great suggestion.

The rest of us will continue to forget includes when making large-scale refactors and have to compile 5 times until they're all resolved properly.

well the easy way is you attach an optional enum flag to every line of dialog, and when the dialog is read, if the enum is set, it calls some handleFlag() function which triggers your event

but it really depends on what exactly you need

I'm pretty hype on it
Haven't had much time with the end of the semester, so I'm just now getting my feet wet with Vulkan
Should fall into a stable development routine soon

i squish bugs as soon as they happen

I've been working on it part time for about a year and 3 months. Here's a webm from February 2015.

I also released an update to Clonepoint on January 1st.

>Not using OOP
Just wondering where your game is?

Right now I just have it all in a CSV file. First column is the ID, next is the characters name for the name box, next is what they say, then five columns of possible responses and five more of what line they all lead to. Probably going to have to change this up a bit.

>tfw never ending todo list

>having more than simply "make game" on your todo list

procedural dungeon in the works

I'm loving the landing animation. Intend on adding fall damage?

now make a tutorial for it diest

>anonymous image board
>please bind your every post to a traceable piece of information
How I love you shitposters

>Game about sad frog

>procedurally generated levels in platformer
for what purpose?

you'd probably want every single line to have it's own row/id, and then in a graph editor somewhere (either in your engine or in a 3rd party tool which you import in), graph it all out so that the content of each node is the ID it maps to, and the arrow from each node represents a response (again that maps to an ID)

from here, you could customize the nodes further like giving them stylesheets, or triggering flags, or having requirements to appear, etc.

>not looking at it positively
Every tiny thing complete is a step closer and one more addition to your game, user.

>I can be assed actually designing gameplay I just like implementing things

>people are now so insecure they try to belittle people who don't use their precious OOP

haven't posted in over a month, added jumping and updated the water
also improved fish ai, items, added gamepad support and making some style changes like getting rid of transparency unless it's gameplay related because it just doesn't play nice with other transparent things
pretty much rebuilding this project because it was a mess and I actually know what I'm doing with it now and it felt necessary to get rid of all the old crap

procedurally generate THIS
*unfurls foreskin revealing a nice moist head*

Actually, is there a way to just call a function in a blueprint interface from a CSV? Cause that would save me a hell of a lot of time, seeings how it'd just be calling the refresh dialogue function I already have for 90% of the time.