/agdg/ - Amateur Game Dev General

make progress every hour.

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

> Next Game Jam (Space)
itch.io/jam/agdg-space-jam
If you want to collab read this pastebin.com/NEPv0pPC

Helpful Links: tools.aggydaggy.com/# (Still in beta)
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/Qi63yBxd

> Previous Jams
pastebin.com/hVhvNWLw

> 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:

nacidev.tumblr.com/
poal.me/ze8gbq
youtube.com/watch?v=OVNReJfQRt0
twitter.com/SFWRedditVideos

Lets do this here.

It's a roguelike dude. I remember Azure Dreams also had a central town that could develop in some form. The concept is a perfect fit to roguelikes in my opinion.

Also ignore the autists who get angry when someone calls a roguelike that isn't literally Rogue a roguelike.

First for progress only, no shitposting or memes.

Better get that demo ready, kiddo.

If it's a roguelike where the city develops naturally, that's fine. I thought he was calling Fortress mode a roguelike.

Reposting because dead thread

More progress on this.
Nothing you can actually see but i reworked the collision code and made it into a function, now its a proper Circle-Rectangle collision and the ball speed increases each bounce on the paddle.

Next thing is finally adding some blocks to be destroyed.

how many monitors are optimal for devving?

Reposting for new thread:

hey /agdg/, comfygame dev here. (nacidev.tumblr.com/ if you don't know my game yet).

i want to make a demo for DD9, but i'm fucking horrible at planning. help me decide what i should add to the game before DD9!

let me know here: poal.me/ze8gbq

you can also add your own suggestions and stuff!

>still using monitors
The in thing now is to use a VR set.

this to be very honest
>there are people in this thread not devving within a virtual world with 20+ virtual monitors

and until you dev in VR you can't criticize it :^)

It is pretty much.

The extents of town building would be limited to making random shit for villagers. Better term I guess would have been "community building" with predetermined town/farm upgrades to "build" for them.

>when you have an idea but someone is already doing it and better than you ever be capable of

What movie should I watch while dev'ing?

Having noise in the background really helps me groove. I was thinking the Clue movie but I've seen it like 30 times so looking for something fresh

>using virtual reality when you could be using actual reality

Get with the times gramp

me on the right

You don't have to be better than everyone else, you just have to be good

The Hunt for Red October

I have 2 but one is solely used for watching videos

Lightning bolt!

would you play a mmo dungeon crawler where everytime you get killed you get warped to a dungeon in hell and you have to find the exit to respawn?

Watch an anime movie with subtitles off

So Redline?

That could actually kind of be interesting. Say you start on floor 0 and ostensibly your goal is to climb to floor 100 or 1000, but each time you die you are warped X number of floors down in the 'hell' dungeons.

JS dev available for collabs

>JS
No thank you, barbie

>mmo
No
Also Hell should be a sweet ass place to train like in DBZ, so that when you finally get resurrected you're stronger than ever.

Agda dev available for collabs

fuck the thread died.

reposting for insight.

LibGDX must use a 16-bit depth buffer, even setting the near plane to be a good meter in front of the camera still causes crazy z-fighting.

Well now that I have to set up a framebuffer anyway, perhaps I should add bloom and shit.

Stolen for my game, unironically.

Woohoo, more progress on basic 3D stuff! Using placeholder assets here and there to speed things up.

I still need to figure out how in the heck to texture this starship. It took me forever just to model this simple little thing, since Im a powernoob at 3D, and texturing it seems like its gonna be difficult too. I also need to look into how games with a perspective like this, such as Star Fox, handle things getting too close to the screen and blocking vision until they pass the camera object.

Exactly

Well we can get rid of the mmo part.
I like the idea of a training area in hell.

You better post progress on it, fagget.

I want to explore this level.

Nice SHOGO 2 tech demo

In the game Receiver, when the player is listening to a cassette tape and then pauses it, there's a sort of audio distortion effect right before the sound stops. Anyone know how they achieved that effect? I'd like to do something similar in my game.

>tfw spent awhile reading about type systems
You shitheads always trick me into learning things

i like it

And now you know why dynamic typing is cancer.

im giving you attention

I haven't played it, but perhaps it's a tapestop? Is it just the audio slowing down real quick so it pitches down?

I dont know that much about the technical side of things, how does z fighting even happen?

How to get into the procedural meme?
Can I make procedural music?

Can't find any videos unfortunately, but it basically sounds like that weird sound you get when you fast forward through a cassette tape.

Floating-point uncertainty.

You can now have every status effect in the game at once, but there should never actually be an instance of this happening probably. Heavy and stun are the only status effects that do anything so now I have to make the others do things. Also the status icon cycles between every status effect you have currently, unless you are dead, then it shows you are dead.

even though you said the assets are placeholders I like the style.

the time you should spend on game development is roughly enough to the word count devoted to each aspect in the diablo design doc summary

jukedeck
tones.wolfram.com
for examples that yeah you can kind of. Procgen stuff is probably best coupled with hand-crafting though.

placeholder the game.

>Can I make procedural music?
If you know how to program and how to music theory and are ok with it sounding like random notes and stuff yeah.

>is roughly enough to the word count

sorry, enough means to equivalent in my language

It looks like its doing a face like this

°3°

Thanks! The general style I'm going for is Star Fox for this simple space segment, so I'm gonna try to emulate that somewhat when I go back and draw up everything.

They also have 3 programmers for 6 artists.

You also just know that this was written by one of the art guys.

Does anyone else watch these? Its fascinating to watch NoDevs with no concept of fun with a lot a money fail at developing anything.

youtube.com/watch?v=OVNReJfQRt0

Those rectangles (with special appearances by non-edgy shapes) are the result of long hard work ok.

Yeah, I can kinda see what you mean.

You should make status effects display a small icon instead, having to wait for it to cycle so you know which effects are active is pretty bad design

The plan is to have each status effect like how the heavy/stun status effect is, a little sprite follows the character that shows your current status that don't overlap each other and can be seen individually.

I'm waiting for the day you sneak a crudely drawn penis into one of the frames

Are these girls qt? Suggestions?

I loooooooove your game, even though it's just placeholders. I think it will be really great!

That's babby's first GM game tier bugfixing.

all but the bottom right look qt. No sound reasoning as to why just my opinion.

10 gorrilion dollars for buggy internet spaceships/10

That motion blur and headjerking looks awful.

Well you can pretend that the arrow showing the rectangle's facing direction is its genitals, like this image. I put it in my backup location so I never lose it.

Not really waifu material, all their eyes make them look too mean. The one with a visor is good, except her arm is fucking broken and twisted.

I love how fast we get rule34 fanart of the weird stuff .

sauce on mouth

Is there any downside in working with xscale directly in GM?

jesus christ who even cares every piece of anime porn has a mouth and dumb tongue these days its literally all the same and it looks fucking retarded

I actually think it could be neat to release a game with only placeholder programmer "art" and in debug mode.

How much money have you made off your gamedeving adventures?

any source related counts

>directly
As opposed to?

Reminder that if you're thinking of doing a simple project or want to perform a community service, you could start the first official /agdg/ open collab on github.

Then I must be doing something right. I'll make sure there's interesting stuff to find!

I never got to finish Shogo, my copy always crashes just before one of the later boss fights. Clunky, but a classic

Pretty much half of all the precision is in the first tiny percentage of the scene, leaving stuff further back to 'fight' for an index in the z buffer

I care.

I'd only say bottom middle and maybe top right are cute, but top left is attractive in another way, and I like what you've got going on style-wise. Some of the faces could use more differentiation and I'm not sure what's going on with the angel character, she needs more detail or definition. Also bottom middle's clothing is completely ridiculous unless there's some ties that aren't shown. I mean, I'm not going to get on you about the design being revealing and unrealistic, but I don't think it would work well as actual clothing. It looks like that top/crotch-cover piece would blow around and not cover anything, and it also looks like the first damage it took would rip it apart.

Having a variable to change as you please, then handling it to the extended draw function

Me too.

You know, it's possible to make the depth buffer linear, or at least lower the "curve" of the depth "ramp".

I don't know why you'd bother.

This is lookin good.
I don't know how GM works, but if there's a way to set a minimum render distance for the asteroids that would stop them from blocking the view, they would just be cut off if they get too close.

Or maybe you could push the asteroids away from the center of the screen once they're past the ship, this way there's no weird cut offs or disappearing asteroids, they'll just move out of the way.

Ooh, I like the idea of them pushing off to the side. Whenever they're past the player and no longer in a position where they can hit you, they just start to push off. Thanks man, I'll try that.

why are there swedish meatballs from IKEA in space?

>The space was filled with floating meatballs.
>Kaboom! went the orbital IKEA factory.

>I don't know why you'd bother.
I already have it implemented that way and I honestly don't know why either, hence the question. It's not hard to rewrite it but I have the feeling that once I do I'll need to use it

id buy it desu

image_xscale IS a variable, you can change it as you please too.

There's little black endtables and bookshelves floating out there too but damnit theyre just hard to see against the background.

Appreciate the feedback, I'll make some changes and throw on some color. Hopefully MMBN-dev likes the designs

start up the kickstarter

I know, I'm just used to having auxiliary variables and applying the changes in the step event. I'll change it now and see if anything breaks

>he actually believes that his game will sell
>he actually believes that people will play it

So what are you guys working on, or what did you finish?

I made some placeholder art for an attack and an enemy, but I like the enemy so much I might keep that design. I also pared down my code after getting it working and am about to try to change how jumping works and implement the attack and the enemy.

>tfw you fix up your code
>tfw the fix is much smaller than the attempted fixes
>tfw your code lost about 30% of its size in line count and 50% of its size in byte count
>tfw almost all your work on a problem is gone, but now you have something that works
it's an bittersweet sort of feel

new friend in town.
I hope I don't get branded as a furfag for making this game.

Fuck off scalefag

I can list like 10 successful devs so your argument is invalid, I'm just as good as them

gonna be rrrrrrrrrrrrrich!

>implying my game won't do great because i have aggy daggy and Veeky Forums culture to shill for me

Dont make them fuck
just make her an npc
i beg you
if you are going to be a fur (scale) fag, at least make the fem-lizzard attractive