Anfield Goose Down Gatherers

Our Lord & Savior Edition

>New /agdg/ Website (STILL IN BETA! REPORT BUGS, COMPLAINTS, SUGGESTIONS)
tools.aggydaggy.com/#

>Another new thing
boreal.aggydaggy.com

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

> Next Demo Day (Nine)
itch.io/jam/agdg-demo-day-9

> Previous Demo Days
pastebin.com/Qi63yBxd

> Previous Jams
pastebin.com/QwcSPdnx

> Engines
UE4: unrealengine.com/what-is-unreal-engine-4
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org/
LÖVE: love2d.org/
Unity: unity2d.com/
Source: developer.valvesoftware.com/

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

> 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:

soundcloud.com/pixelations/comfort
youtube.com/watch?v=eJc_J5cmxQM
opengameart.org/content/painterly-spell-icons-part-1
youtube.com/watch?v=iZaZt5BfW74
shadertoy.com/view/XdKSDW
blog.digitaltutors.com/ngons-triangles-bad/
youtube.com/watch?v=VudCtEtNXbI
twitter.com/NSFWRedditGif

first for real gamedevs

Today 405 games were greenlit. Does that include your game?

Progress, got the web store working again
dev music: soundcloud.com/pixelations/comfort

>Waifu Jam still not on OP.
You had one job

...

glad we got that out of the way early

Definately not.
youtube.com/watch?v=eJc_J5cmxQM

Maybe one day with a different game.

So, 8's agdg confirmed best agdg?

if you don't mind the slowness, sure

If I'm making my own animations does it matter how many bones I use?

e.g. I have one for head, one for neck, one for each hand (not bothering with fingers), etc

programmer art is the best art

You are the best judge on that.
If its your very first try then consider following a tutorial.

But if you know your character isn't going to have finger movement then you don't need finger bones.

If it a human character then its worth having a head and neck bone.

Why is there a penis next to that ball.

Furthermore wouldn't it be blue closer to the penis (which I assume is the source, where it's hotter)?

Moving out of my apartment, so not much time for progress.
Did some iterating on the "company" logo (double resolution, less "pixelly").

do you not cast spells from your penis?

I don't know how fire works dude, I just know there's blue somewhere in it

opengameart.org/content/painterly-spell-icons-part-1

that's no fun

3d models and animation are hard and boring even to make crappy ones, but little 2d gui elements that I can draw in 3 minutes are fun to do

i have 33 d/l's at opengameart

I was thinking about doing that too. Most of the time my characters will have closed fists and their hands aren't probably going to be shown on their cose ups so I was thinking about only using 3 bones for all the fingers to be able to open and close their hands without having to rig an animate each the finger on their own.

one bone for each joint, and it don't matter

link ur work

I need to clean it up but am i going in the right direction?

pls advise

I think you will have some issues with animating because of the model's topology.

The bone structure looks ok, Maybe the start of the wrist looks a bit high. (unless you are using it as a twist bone for the arm)

Is there anything I can do to salvage the topology or is it a case of making something from scratch?

desu I'm editing a template, I couldn't make something like this at this stage.

your topology is fine
dense topology don't affect the weights, its usually more about polycount

>subdiv
that's not for games. turn that shit off.

This is probably a stupid question, but in GM, how do I set the resolution? Is it the width/height option in room properties/settings? Do I need to set the same resolution for every single room? Why would I ever want to have different ones, won't that mess up my sprites?

I was actually considering lowering the polycount, though I don't even know at this stage what a decent polycount is for a low poly model.

Suppose I want to make a game that parodies various other video games.

What are the most iconic video game "scenes" that I could parody? (like how movies often parody Taxi Driver, The Matrix, etc)

Has anyone here tried Crocotile 3D?
Seems like it could be a great tool for easy and fast low poly modelling.

youtube.com/watch?v=iZaZt5BfW74

Don't you need to replace that dashboard graphic? I made pic related but couldn't catch you here.
I can also give you animated shader for this.

for a model basic as this, 1k polygons will do

subdivision looks like but lowpoly models are usually modeled by hand

Daily reminder Runescape and Minecraft, /v/'s favorite two games, were made in Java. So stop hating it on it and just like make game.

it's double penis so it's technically dragon porn

And they both run like absolute shit?

width and height at room settings are the windows total size, if you want a huge world map for a rpg like game you can have a 10k x 10k room. Of course you don't want to show all of that all the time and you'll want to keep the window resolution to something smaller, like you too keep everything at the same size and don't mess with your graphics. That's where you use views. Google a little on that, you will love the shit you can do with them

just make sure it's any entry level game from the NES era or earlier
>its dangerus 2 go alone xD fug tage this
>brincess is in another gastle hhehe

Any comments? I decimated it.

Actually...

btw please excuse the hands, I still need to decide how to deal with fingers.

I wonder if unity finally implemented some way to go from a ragdoll back to animation without snapping. They have been promising it for years.. so far i don't see it in beta.. shit i hate doing it the hard messy way with double rigs

I did a tutorial once, but his explanation of views was a bit janky.

Thanks for the explanation! I'll look into views more

it don't matter, those little things are not important yet.
the only thing that is interfering with animation is triangles and ngons

rs runs at like silky smooth 15fps, but that doesn't matter because it's basically turn based combat

Okay cool, so am I in an okay position to start animating now?

My intention for this model is to just have it as a loose basis to build my animations on them reuse them for all the human characters with edits.

>triangles and ngons are bad
when will this meme end?

Nice, a bg that won't get my reported for hidden vulgarity like the last one
Is there a non-ant version?

>animated shader
Ill try user, is it plug and play?

for a beginner its not good to dabble too much on topology, it will come with practice, just move on to other basics
for animation yes

Finally done with the cowgirl texyuring.
I'm not too happy about her mainly because I didn't have a clear idea of what hair/face/clothes to give her so I kinda came up with things while doing the model.

Now I either rig her, move on to cat girl or go back to retexture bunny loli.

then how do you explain the fact that ALL geometry is converted to triangles before it's put on GPU?

those are two different things

a quad that is cut into 2 triangles have different shading than a triangle you made
use decimate and triangulate your model and use specular and smooth shade on it and see what i mean

shadertoy.com/view/XdKSDW
Welp, glsl heroku is down.
Needs some adjustments, but with shaders the size shouldn't be a problem.
Not sure if it's usable with flash or whatever you used for your game.

Yeah a lot of times GM tutorials are really bad at explaining basic stuff.

is that the topdown game?

Are these for waifu jam? I'm loving how cute they look.

I wish but no. I barely started with the coding and modeling.
I have already (almost) finished the witch game for Waifu Jam though.

I will try to have a demo ready for DD9.

on the contrary, triangulated quad will behave exactly the same as two triangles, what you said doesn't make sense. your model editor and the game are two different things

you can fuck up any face to deform terribly, triangles and ngons have nothing to do with animation and not using them won't save you from problems. it's a subdiv modelling boogoeyman that has nothing to do with realtime models and animations

I see, great news anyway, keep on it, user!

>couple hundred untextured polys at 500x300 and 15fps requires 64MBs of RAM and a 300MHz CPU
>this is good performance

lol

The one with the wizard? No, I wish I was half as good as the guy making that.
Mine are for a rhythm game.

at least make her legs longer. or torso shorter

animators say to avoid them, they probably have a reason

animators say that animators say to avoid them, they probably have a reason

why the c before the name on the bottom left logo? aside from that i like both.

blog.digitaltutors.com/ngons-triangles-bad/

i wanna put it in the onion

Got my 4 starter spells up and running. A single target spell (flame bolt), an AOE spell (fire ball), a spell that uses a different skill (shock), and a healing spell (cure light wounds).

These 4 test almost everything, except for spells which don't require a target to cast. I expect that works, but I don't really know until I add a spell like Cure-All. Another time though.

Next up I have 3 magic tasks left before I can move on:
- Characters shouldn't be able to cast spells they haven't learned
- Characters have to learn spells from spellbook items (and must have the required level of mastery)
- Spellbook pages shouldn't be visible if the character doesn't know any spells in that school

cute gf
she's no rotate though

looks good. could add a bit more detail to the face/head by making it slightly shaped like this.

please get a tripcode

>Ngons and triangles can also cause some strange issues at render time.
how can triangles cause problems? triangles are THE ONLY THING that GPUs can draw

>Ngons and triangles both cause issues when trying to smooth a model.
not related to realtime

>Quads Are Accepted in Every Area of the Industry
animators say that animators say that animators say to avoid them, they probably have a reason


Quads help with workflow. That's it. Stop parroting this shit.

you: doggo on the left
me: witch doggo

youtube.com/watch?v=VudCtEtNXbI

wut

Yeah, the C makes no sense.
I think I've arrived at the final designs now.

that's subdiv. again, sudbiv is not what you see in games. in the end it won't matter how quad-correct your model is, it's gonna be turned into triangles

but lots of animation models are using subdiv when rendered
it helps to make quick changes

Does having a team name/logo design make sense when you are only one guy doing all the work? I usually read people discorauging it only, but I don't want to attach my real name to my stuff.

...

Can anyone explain why my bones in blender are moving when i switch between edit and object mode? They move back and forwards quite significantly.

You should be running your own company if you're doing this seriously (for tax reasons), and having your company be your name is a bit silly unless you're Donald Trump.

If you want investors it helps to present yourself as a "professional company" instead of "guy making digital toys in his basement".

not gamedev

iirc he was doing it because he legally needed a company to get grant money

Yeah, it makes way more sense to me that way. Thanks for the answers.

Do you have any bone constraints on them?

not gamedev

did you move them in pose mode?

But then you also lose the "This was created by 1 man?" appeal, and you get sales and recognition purely on that

I'm using Unity which uses HLSL (Or maybe something called CG?)
>mfw converting from one language i dont know to another language i dont know

I want to use this but I need help converting it
[email protected]

I actually dunno, this is my first time doing this to be honest.

umm, maybe. I've been moving everything in edit mode as it was the easiest/most malleable way.

Am I doing it wrong?

Only AFTER you've already gotten massively popular, and then it doesn't really matter anyway.

i don't know what you wanna be doing so i can't say that it's wrong

edit mode reverts the pose to default state (hiding what you changed in pose mode). unattached bones can be moved (not only rotated) so i'm pretty sure that's what happening.

because edit mode is for editing your mesh and pose mode is for posing your character.

in object mode you still get the pose mode preview

I was thinkling on making a website with a small "About me" section. that explains a little that I work alone.
I kinda have a small support team (an art guy that is supossed to help me, but never does, and guy that is amazing at bugging shit so I always use him as beta tester)

I'm just trying to set up the bones at the moment. Is there any way I can just totally reset the pose position?

no game is being made by 1 person.
modern day indie still pay licenses fees and tools/assets. you are dependent on others.

clear the pose. there might be a key for that but i'd say just go to pose mode, select all bones and press alt+r, alt+g, alt+s

your pose is always set to the first key
if you want to clear the pose disable the armature modifier then parent the weights again when you are done editing