/agdg/ - Amateur Game Development General

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

> Next Game Jam (Space)
itch.io/jam/agdg-space-jam
Collab: 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/
Haxe: haxeflixel.com/documentation/getting-started/
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:

haxe.org/
youtube.com/watch?v=iQ0e3QUADw8&index=1&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
twitter.com/SFWRedditImages

I thought about type systems all weekend :)

I need an idea for a quick-to-make but fun 2d indie game.

Games are made by people and computers working together

Pokemon but 4D

My game has been talking about going "open source", not sure how to feel

a game where (You) (the anonymous poster) kills himself for being a failure at life, it's a rpg like undertale except really unpopular

Pong or tetris.. with a twist.

Did you sign a prenup?

Games are made by people and Unity game engine working together

I'll do things to your game that you could only dream of

A 2D game where you control a character that can run and jump. They can jump over obstacles and also enemies while progressing from left to right.

Has any Unity game ever made it big?

nope unity3d is for underground indie devs such as myself

Mine too. I said yes because I'm worried about my game leaving, but I don't have any other games to work on, I just pretend that I could work on other games. Should I be worried?

Pong but the ball is a tetromino

PONG RPG

>trying to make a game
>2d RPG roguelike with lots of complicated features
>If I make it it GM, then coding everything will be a complete nightmare
>If I make it in RPGM, then coding almost everything will be a complete nightmare and I'll have to learn the language and platform
>If I make it in a traditional programming language, animations and graphics will be a complete nightmare

I'm seriously at my wit's end here. I keep going over and over in my mind which of the three to choose and not getting anything done. Why hasn't someone just made an engine that does easy graphics and lets you implement the rest aside from fucking Flash?

Autists are made by your mom and dad working together

you're not trying to make a game if you haven't started yet

and the thing you want already exists, called T-Engine 4

>2d RPG roguelike with lots of complicated features
>animations and graphics

>roguelike
>animations
Why?

If flash is your favorite,
I mentioned it in last thread, but haxe has actionscript syntax and also ported some of the flash frameworks. It exports to all of the important platforms
haxe.org/

haxe.org/

It's just the game I want to make. It involves party-based combat so just bump-to-attacking a monster then reading a 20-line-long text blob isn't going to cut it.

inb4 THAT'S NOT A ROGUELIKE

It's not 1980 anymore.
ADOM, TOME4, Caves of Qud, DCSS, DoomRL all have graphics. There are more I can't think of right now.

Roguelike != ASCII graphics

Most programming languages have libraries to make animations and graphics easy. GM and RPGM have no way to make complex stuff feasible.

1/2

>How'd you do the muzzle flare and tracers effects on that? I really like the look.

The tracers are just an elongated unity capsule with an emissive material. Nothing special going on there.

The muzzle flash is two parts, the flame and the smoke.

The flame is a very short lived emitter that emits a very short lived particle forwards. The particle starts small, gets big, then gets small again. It also decreases in opacity so that when it starts to shrink it doesn't look weird.

Webm related is the flash effect playing at 10% speed so you can see what's happening.

The smoke is just a couple particles with a low opacity that are affected by wind. They increase in size over time and fade out after a couple seconds.

2/2

Here's what the particle system looks like in the Unity Inspector for reference.

If you haven't already, you should play Demon. It handles animations in a way that should be really easy to code.

I want to make a game that has similar combat to the paper mario series
but I have no idea where to start

please help me

With a name as generic as Demon you're going to need to be more descriptive. There's a ton of results on google.

>If I make it it GM, then coding everything will be a complete nightmare
False, you can organize your shit with proper scripts and even simulate OOP if that's your thing.

>If I make it in RPGM, then coding almost everything will be a complete nightmare and I'll have to learn the language and platform
Ruby is easy as fuck to learn.

you'll have to spend a few years learning how to make games first

try starting with pong

Have you tried googling "demon roguelike"?

what programming language should I learn that translates the best into videogame development?

I've tried thinking about doing it in Tkinter because it's the only graphics library I know and it doesn't seem feasible. I looked up a list of ones for python but there seem to be hundreds of them and I can't tell what the differences between them are.

I guess a better question would be what the best engine for making TRPGs is, because that's probably the closest to what this thing is.

I looked it up, It seems to be made in unity. Might check it out.

I know my way around GM fairly well and while I know it's possible, it still requires a great deal of tinkering around just to do things that most languages wouldn't bat an eye at. As for Ruby, I've heard it's easy, but I don't want to spend all that time learning it and RPGmaker only to hit some terrible snag later on.

Don't trust anyone you encounter

I tried to make a text RPG in Python using Tkinter. I couldn't redirect the console output to a textbox in real time so I just gave up.

Maybe it was my fault but I tried a lot of things and none worked

Haskell

C++ if you're a nodev
C# if you want to get things done

Reposting from old (dead) thread
got swingy shit done!

Why love and haxe are in the engine list but monogame isn't?

I want to steal your muzzle flare effect. Isn't using a cylinder with an emissive material sort of expensive? Do you use object pooling to curb the costs?

>Lua, flash vs C#
We like to keep real languages separate ;);)

>Unity in the list

Progress!

Added a walking segment, auctioneer displays dialogue, and the list item functionality works (next webm)

hopefully my artbro will find time in his schedule to make an auction house model soon

Thanks to the user who gave me feedback a day or two ago. I'm working on that stuff next, now that this basic functionality is done

whoa neat is that an mmo auction house?

Listing item on auction house, re-uses the category/price check/button code but has one more screen preceding it.

The player gets 10 slots to list items for sale, and they sell over time (since the game has a day progression system)

It's an offline tactical RPG, but since I was an FFXI addict from 2003-2008 I decided to reference it

whered you get the juicy assets mate?

Literally who?

3D modeler I found here about 10 months ago

The game used to look like this, but we went 3D due to his skillset.

You're more than welcome to steal the effect.

As long as they all share the same model/material it pools correctly.

The current bullet happens to be more expensive than it should, but only because it's just the standard Unity capsule. That thing is significantly higher poly than it should be for a fast moving bullet. A custom bullet model that's only a handful of polys would work much better.

Anything that can make webgames

Am I going crazy or is that fucking Red Tactics

Is this Red Tactics? You're alive?

Holy shit, overdone idle animations look so fucking stupid. >constantly out of breath
>heavy breathing forever

You're correct, which is why I posted with my trip

Too bad foolz is dead so you can't check :^)

tfw date on picture name

I'll talk to my artbro about it. They're technically made for a level of detail much lower than what the auction house camera zoom handles, so we might need to use a different idle animation for the AH

>tictacs is alive
SHIIEEET

dang I remember posting with you like 5 years ago when I was still doing this shit

Glad to see you're still at it, you're one of the oldfags that inspired me to get into gamedev. I hope you can finally finish Red Tactics.

OH FUCK

Just recorded this for you (sorry if quality is shit, didn't proof-watch it)

I figured anyone who would remember me would have already died and turned into a skeleton. Where are the other old AGDGers from before Veeky Forums was created?

I remember your roguelike too :^)

Wow, im a newfag here so never saw you posting before but the game has progressed a lot!

Looking real nice!

what are you doing for rendering this?

>camera follows 1:1 with dude that has stuttered step
aaaaaa

At this rate you'll outpace me, so I'll look forward to playing your game

did hopoo from hopoo games stop posting here?

>Where are the other old AGDGers from before Veeky Forums was created?
In prison

>Where are the other old AGDGers from before Veeky Forums was created?
Some still lurk, most post progress on tumblr now, but they're around.

Glad you're still alive. Missed this game.

He'll be back. Once you become a big name dev, you can just drop in whenever you want and everyone is happy to see you. But if the plebs like you and me try that, we're called whodevs. This place, I swear...

why is there never a clear cut answer for this

If he started posting again everyone would beg him for keys. Because that's what happens when someone here actually finishes and releases a game.

>best
Because there isn't one.

clear answer: unity with c#

Might fix that tonight, thanks for pointing it out. Right now the A* sends each position to the navigation agent, which causes the stutter, so to fix it I'd have to check ahead and consolidate straight lines (no turning). Shouldn't be hard, but since I'm the only programmer my attention is divided too much

>Some still lurk, most post progress on tumblr now, but they're around.

I guess I should get into tumblr then. I discovered cartrdge.com recently and it looks pretty cool. Tumblr is probably more useful for reaching players though, since Cartrdge seems to be more for collaboration

Awesome to see you're still alive, the world needs more Butterfingers.

I still have the porn drawn of Butterfingers x Lethal League for various reasons

Don't get memed, start with small web games that you'll be able to finish.

>you need to use a shitty web platform (they all are) to make small games
???

Tumblr is useful for reaching players, yes. There are enough people using it that if you're actually tagging posts they'll get a lot of exposure.

Just avoid whatever you don't care to see, grab one of the addons that lets you block certain tags and you'll be fine.

its the stuff like this that im talking about that confuses me
we have this guy who gives an answer
but then this guy says something that goes against it

I understand that there is no best language, that they all have their pros and cons, but there has to be some chart or guide out there that simplifies what each language is "good" at so i can make a choice from there

Where is your game made with your great not shitty platform???

Not an argument.

>[blogging platform] is useful for reaching players

my favorite agdg marketing delusion

reddit is useful for reaching players, /v/ is useful for reaching players (see: minecraft, yandere etc.)
neogaf, kotaku, gamespot etc. is useful for reaching players

a blog, twitter, tumblr, website, facebook etc. are useful only for keeping existing players engaged

you came to the wrong place man, this place is a shithole

you should learn the language that your engine requires

if you aren't using an engine you probably are not going to be able to make a game

UNITY with C# will let you ship a game. By the time you hit the limits of the engine, you will have enough experience to learn a new engine/framework.

this entirely depends on the scope of the project and also comes with its own drawbacks

davos is kill
thormund is kill

Also watch yesdev but take it with a grain of salt. It outlines what the process of make game. I would not be making game if I didn't watch it
youtube.com/watch?v=iQ0e3QUADw8&index=1&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR

ok so my options are unity with c#
or a different engine with its own language

whats the best engine for creating a game with paper mario/mario and luigi type combat?

GoT torrent when?

Unity if you plan to have 3d environments honestly

Unity would be good if it's 3D. Coroutines are great for turn-based combat, cutscenes, etc. which RPGs are full of.

>Not more excited for silicon valley
>Not even a gamdev

if you don't know a language and you want to make games, you should use game maker

if you want to spend years learning how to program properly before trying to make your dream game, C#or C++ are both fine. It doesn't really matter.

Yes, I'm asking you where is your game??? Not an argument. is a weird name for a game but I want to see gameplay, go ahead post a webm.