Armchair Game Developer General

>New /agdg/ Website
tools.aggydaggy.com/#

>Game Dev Articles
boreal.aggydaggy.com

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

> Next DEMO DAY (Nine) #9
itch.io/jam/agdg-demo-day-9

> Engines
GameMaker: yoyogames.com/gamemaker
UE4: unrealengine.com/what-is-unreal-engine-4
Unity: unity2d.com/
Source: developer.valvesoftware.com/w/index.php

> 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:

itch.io/jam/wj2016
pastebin.com/Qi63yBxd
pastebin.com/QwcSPdnx
godotengine.org/
love2d.org/
twitter.com/NSFWRedditVideo

Is 30 FPS acceptable for a QTE game?

Totalbiscuit might ride your ass a bit

>Take out WJ
>add source back in

Can you stop?

Locking your framerate to anything below 300 is unacceptable

Hey friend thanks for deleting things from the OP, here's the things that are missing.

> Current Jam, one day remaining.
itch.io/jam/wj2016

> Previous Demo Days
pastebin.com/Qi63yBxd

> Previous Jams
pastebin.com/QwcSPdnx

> Engines
Godot: godotengine.org/
LÖVE: love2d.org/

120 fps min

>locked FPS
>QTE
Wow, you should just stop right now

>Its a feature

actual new

oh holy fuck this thread is triggering me

thanks for the proper OP

Use the other thread. At least OP is not a faggot for not leaving out the waifu jam because he don't like it.

WHY DO YOU KEEP FUCKING UP THE OP

Spooky

>source in OP
shitfam please stop

if re4 can get away with it, then so can so can you

Stop talking to yourself.

>thread with decent op image vs thread with decent op text
Shit.

It's a bit different on consoles.

RE4 on PC isn't locked as far as I know

IIRC it caps at 60, but it makes some QTEs more difficult than they would be at 30.

What's wrong with Japanese developers, seriously

you're done danny, tick tock, tick tock

better get life insurance before source 2 comes out and you can't stop the source train

Autism. They're great programmers IF you give them precise conditions and requirements.

...

hmm, which thread do I chose?

I hope this thread gets erased cuz i made a lewd pose for my character

It's not an intentional difficulty spike; it was originally a 30-ish fps variable framerate game. It was never meant to run at 60. The PC ports were done by american studios, iirc.

My best guess is that mashing depends on how many frames transpire between each press, so running at 60fps will allow more system time to pass compared to at 30fps, even though you're still mashing at the same real time rate.

Reminder: practice.

Saved.

I'm at a bit of a crossroads and could use some input from any ideaguys

For anyone who hasnt played my dd8 build I'm making a mini space sim with what will hopefully have fun arcadey combat

Now my problem is I'm having trouble figuring out how enemies should work. When you enter a planets orbit you enter a zone with stuff like friendly ships, outposts, and mine-able Asteroids. Enemies spawn from enemy stations but it's kind of boring atm because they just keep spawning no matter what.

Would you guys find it interesting if there was a way to eventually clear all planets of the enemy presence or would you rather have specific planet areas be a grindfest? Or should there be a continuous power struggle over planet control??