/agdg/ - Amateur Game Dev General

Bright, Edition

>Waifu Jam (1D2Hs Left)
itch.io/jam/wj2016

>New /agdg/ Website (STILL IN BETA! REPORT BUGS, COMPLAINTS, SUGGESTIONS)
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

> Previous DEMO DAYs
pastebin.com/Qi63yBxd

> Previous Jams
pastebin.com/QwcSPdnx

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

youtube.com/watch?v=hAAlDoAtV7Y
youtube.com/watch?v=wir8sSDfW5Q
youtu.be/iNVYlQ-afMQ?t=311
youtube.com/watch?v=4_gObHt1uZA
strawpoll.me/10355204
gremonation.itch.io/luvvie-ducks/download/RGtS8znu4S00Sp41m47DJ634vwkXa4ht1WlFKGZ4
twitter.com/SFWRedditImages

spooky

Thank you for making a real thread.

Should I have a strong female character in my game for SJW points? Maybe a gay perhaps?

How many layers of paralax are typical for a background?

>Its a feature

10 out of fucking 10

At least 30 but 60 would be preferable.

3-4

(λx.xx)(λx.xx)

3-4 if you wanna be sane

5+ if you're an Ullillillia tier madman.

It really depends on what kind of background, how much detail you want, the style, etc, etc. There's not really an answer. The more layers you have the more 3D it will look. But I'd say 4 or 5 is best minimum.

Thanks for this thread. Can I just say something?

Sourcefam really is the worst person I've ever seen on the internet. He's not a bad person in the same way people on other boards are, like posting mutilated animals or anything. He's just rotten to the core, negative, and a bad person. He's a failure and he can't stop telling us about it all the time, and if it's wrong for us to point this out, then just ban us I guess?

It would honestly be a favor. Because lately it seems this place is an illusion where supposedly it's for gamedev but 80% of the posts belong to the same raving lunatic. It is hard to keep pouring positive energy into a place that is haunted by this person.

Anyway, that's my only input on the matter.

Fuck you, reek. You're shit and you know it. I hope something comes to you that removes you from the internet for good. I really do. You're so overdue for it.

youtube.com/watch?v=hAAlDoAtV7Y

report and ignore

it's easy because getting banned deletes all his posts (because its only one guy)

I don't understand how to do saving/loading. So I have a level file and in the level are a bunch of enemies and stuff. The level is automatically loaded when the game starts, so if I want to set health/etc. I'd need to give every enemy an ID so I could map back to the appropriate one in the save game file? But then, what if an enemy is dead? Do I let it spawn, and then kill it immediately? That seems wrong.

It seems like what I really want is when the level spawns the first time, it generates everything, and then every subsequent time it dynamically adds everything from the save file... but then how do I use the level editor if I only want things to spawn the first time?

>stonehearth barely runs on my computer
>starbound barely runs on my computer
>cubeworld doesn't run at all

>ultra street fighter IV runs perfectly
Indies.

You'd better be optimizing your fucking games.

You laugh but I can't tell you how many games I've seen spawn and then kill enemies when I load a save

I am a Creator, not a codemonkey

I run GameObject.Find("player") every frame on all my enemies. :^)

>cubeworld doesn't work
How's that even possible? I had that quirky bastard running on a 540M laptop, and these days even the integrated GPUs on Intel's laptop chips are stronger then that old thing.

Optimizing is for code monkeys and AAAs, not true artists like me.

The level file isn't a save file.

I'm not sure what you're using to make a game, but how I handle level loading is this way:

> Save json data of all level entities
> Load level -- if it's loaded from a file instead of made new, load the entities in the json data instead of running the spawning algorithm.

>thing doesn't work
>literally comment out my whole main and paste theirs
>it still doesn't work

This is gonna be fun.

Reminder of how much can be done with 64k

youtube.com/watch?v=wir8sSDfW5Q

I really wish I was good enough to do demoscene shit

>rely heavily on "get all objects of class"

Is making a 2d game with 3d models in unity roughly equivalent in difficulty to a full 2d game in gamemaker, coding complexity aside?

I am enjoying learning C#, but also realising that I am not ready for a 3d game.

It's Unreal, so the problem is (given my limited knowledge) you just say something like LoadLevel() and the level has all the enemies and stuff in it already because you hand-placed them in the Level Editor. So after the level loads with all the default parameters for each enemy, then you'd apply deltas from the loaded data, I think.

My first thought was that it didn't look that great, but then I realized that was a demo. How do they fit all that shit in 64k? Are all those models and textures generated when its run?

I haven't actually done it but I suspect it's about the same as a regular 3D game. You're still using the 3D physics engine, drawing functions, etc (even though one value is always 0).

Unity dev here.

If you're making those kind of 2D platformers using 3D models it's easy as fuck. Actually even a 3D platformer isn't that hard.
I just hope that you're a good artist though because with 3D you just can't get away with shitty modeling or texturing.

Can't help you there friend, I haven't used Unreal.

does GM not check collision through other objects if they're in the way?

Remember: practice

One of these days, you'll post one which actually becomes good

Maybe you need to practice

...

>I had that quirky bastard running on a 540M laptop
>minimum requirement Core 2 Duo E4400 2.0GHz or Intel HD Graphics 3000 Desktop Dx9 2 GB
Why are you lying?

looks like shit and also isn't even a progression of skill, it's construction of one single sprite

stop spamming

reported

> Are all those models and textures generated when its run?
Probably. I know a lot of early "high-res" 3d generated from stuff like POV-Ray would use parametric texturing. It'd have some definitions of what marble, glass, etc. look like, and would apply it over a surface.

And the renders themselves were largely parametric, so instead of a ball having a gorillion vertices, it's just a function. Sorta like vector imagery, but in 3d.

>want to git gud at art so I can make lewd games and just lewd art in general
>almost every book/tutorial is centered on drawing dumb boring shit

I know it's necessary in order to build a foundation and all but I just wanna draw the tiddy

Q_rsqrt has nothing to do with demoscene you dummy.

Can you fuck the hell off with your garbage Full Sail shitposting, shitfam?

>implying a 540M isn't stronger then the desktop 3000

but I imagine demoscene does involve some evil floating point bit level hacking. Granted I don't know anything about demoscene. Seems really impressive though

Teethboy (not actual name): Teeths that go all the way around. Literally made of teeth. #dentistshatehim

I shouldn't even be making characters but I have 2 more ideas that are pretty good I think and I want to see how they end up

one of them is not for my current game help

Does anyone know any good programs to create boss music like this?

youtu.be/iNVYlQ-afMQ?t=311

what game had books that have teeth and come flying at you?

In general, a tracker, but YMDJ if you want the Genesis sound.

Good lord Android Studio takes ages to update through the SDK manager

No idea other than DOTA VR and Harry potter.

just look up whatever furshit you like and copy it until you git gud, jeez

you have to practice bro. I copy pic relateds sprites so I too can make lewd games. you have to power through it.

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?

Maybe have different classes of stations, with different amounts and types of enemies in them. Blow up station, no more enemy waves spawn until the station respawns when you leave. Take the planet to stop spawning, if you're planning a mechanic for that.

In my opinion, you should be able to wipe out all enemies in the area, but they should respawn after a while (preferably after you have left). Kinda like how STALKER handles enemies, for lack of a better comparison.

>awesome sprites in shitty games
Always kills my soul. I should have been born as an artist.

I agree with this idea, have different levels of defeating an enemy.

So blow up a station to prevent spawning until you leave the area, but you can do something on the planet (form a relationship, blow up a base, not sure what works best for your game) to prevent/toggle the station from respawning when you leave

WHat's wrong with doing that?

>Have like 6-7 ideas for a game
>Can't decide which to use
>Now I'm at the point that I'm starting to combine multiple parts of different ideas into their own ideas
Help

I get the feeling Im calling it way too often. Dont have a great understanding of whats going on under the hood, but Im fairly sure this is a fairly expensive function to be using so often.

You don't need those silly ideas anyway. Just post them here. Nothing could go wrong.

get a trip
make a poll
just like dont make game

What would you guys think about having the ability to wipe out the enemy outpost to prevent enemy respawns in that planet?

But the catch will be that the enemy may occasionally send a fleet there to establish a new oupost.

Sounds good to me. You don't wanna just wipe out the enemies forever because you want a clear enemy presence in space. Also it would make the player feel like he controls a bit too much of the game world.

That would be good. You could even put up your own outposts, but here's where it'd get a little more complicated under the hood. If you wipe out the planetary outpost, it'd stop the stations being rebuilt. Then the enemy sends a fleet to rebuild the outpost, but what if one of your outposts is already there and is sending out your stations and ships? You'd have to have something behind the scenes simulating the battles that are going on when you're elsewhere.

take the best parts of each and combine them, while throwing out the bad parts of each

its what i do

>been learning to use unity for about 3 months now
>finally getting a decent grip on it
>realise i'm not going to finish anything on my own
>considering switch to gm

please advise.

>people are born with talent

this meme needs to die

>any good programs
yeah a tracker like the other guy said but more the important things you need are:
-years of practice
-taste
-more practice

Talent is the only way anyone can be good at anything. It's true.

Keep uploading waifus to the jam please

Sunk Cost fallacy

I can't tell you which is a better engine for you, but I will say that it's not worth working in an engine that's worse for you and your game just because you already learned another engine.

Whatever time you think you've wasted in one engine will be more than made back in having a more fitting streamlined engine down the road.

tldr; if you think Unity is right for you stay. If not, there's no reason not to switch to GM

>whatever furshit you like
lol no furry is fucking god awful, catgirls are probably the closest I'd get to that.

I just wanna make good looking qts and maybe some muscle girls.[/spoiler
]
I have actually tried copying and tracing before though but I feel like I got no better doing it.

Someone needs to make Drawing on the Right Side of the Dick. Actually maybe scratch that cause taken literally that sounds painful.

I'd say its more like aptitude, for lack of a better word. Partly some level of basic ability, and partly the desire to actually do whatever it is you want to be good at. Like how every kid wants to be a rock star, but not many actually like playing a guitar just to get better at it. Everyone wants to make a successful game, but how many actually enjoy making game?

Oh shit I love you.

Except it's not a meme, people are better in some fields than others.
I think that agdg 1MA games are prime examples of this, no offense.

Should I switch projects if it's not working out?

A: DAW + vsts
B: Chiptune tracker
C: A modified console + MIDI keyboard
D: MML + a PC88 emulator
E: an actual PC88 - the SEGA / Yuzo Koshiro way-

those are all the ways of making genesis chiptunes that I know of

why doesn't it like my function

Meanwhile in 1990....
youtube.com/watch?v=4_gObHt1uZA

Post some rockin' chiptunes. Thanks to the based keygen guys for keeping it alive.

Try to convert to string with constructor explicitly in the call to see what's wrong. Might be lack of a header.

strawpoll.me/10355204
strawpoll.me/10355204
strawpoll.me/10355204

>no RPGmaker

Because it expects a value and you've given it a pointer.

You shouldn't ever have a value of SDL_Renderer, it should always be a pointer to SDL_Renderer or maybe a reference.

>no rpgmaker2003
instantly fuckin dropped. trash poll

Save the string to a string variable, for example foo. Then use (char*) foo.c_str (). See if that works.

====Weekly Recap===
Hello everyone, reposting to get more entries.

Do not stray from the format below or else the scraper will probably miss your response. Try not to use things like additional line breaks or quotes.

A 1.5x1 .png file works best. A .webm will probably look awful since I just use the thumbnail for those.

====Recap Format====
Game Name:
Dev Name:
Tools Used:
Website(s):
Progress:
(+ For positive progress)
(- For negative progress)

I've been using Unity for 2 years now. Though I've had my share of ragequit, ragerant and ragehate against it, Unity is a very good engine.

What I mean by "good engine" is that it actually lets you try thing really fast, even if it's not optimal 90% of the time.
If you just want to make game, you can drop assets in it, make some very minimal code and you're done. You have a collision system, a character system, a shader system, a cloth system, literally almost all kind of systems.

Now, the difficulty is when you actually want to optimize things around. At this point, you have to go deep into the engine, learn how it works, where you can optimize, what you should discard from the native systems, etc.
At this point, maybe, if you have enough experience in both game deving, coding and the engine itself then maybe you can think of switching to C++ to enter the AAA performance. But if you're here in agdg, chances are you don't need C++ performances at all. I mean, it's not like we have any complex games, just a bunch of edgy devs doing edgy games, meme devs doing meme games or anime dev doing cute girls on platformers.

s-sorry

this. I'm not denying some people are better at certain things than others. It would be like vegeta saying goku never trained at all

I never beat this game, damn, it was hard.

oh
pointers are hard

super mario 64 先輩

>Been trying to do art all day
>Just can't. Just can't fucking do it.
God damnit I'm never going to move past "white square placeholder image".

No, they're not, you just have to pay attention.

I posted a pc version of Luvvie Ducks today on itch.
There is a purchase price, but I created a free link for agdg if anyone is interested in playing.

I posted the same link in agdg earlier in the day and 5 people downloaded, I hope it provided a little entertainment.
gremonation.itch.io/luvvie-ducks/download/RGtS8znu4S00Sp41m47DJ634vwkXa4ht1WlFKGZ4

>no Microsoft Powerpoint XP or rpgmaker PSX
:(

Honestly my single and only fear is that I will not finish a game. I'd like to make a power stone-esque brawl/arena type game in the long run but having no experience in making full games, I have no idea how feasible that is for a beginner 1MA.

If it was a case of "pick an engine and you definitely get to finish a game in it", I wouldn't even be asking this question desu. I guess self doubt is also coming into play.

>powerpoint CYOA games
Fuck, those were the days. I was doing that when I was still too stupid to realize that no, I can't put this on Newgrounds.