AGDG - Amateur Game Development General

JLMG edition.

> 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 (embed)

Helpful Links: tools.aggydaggy.com/
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 (embed)

> Previous Jams
pastebin.com/hVhvNWLw (embed)

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org/
Haxe: haxeflixel.com/
LÖVE: love2d.org/
UE4: unrealengine.com/what-is-unreal-engine-4
Unity: unity3d.com/
Xenko: xenko.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:

clyp.it/gwwor2nf
mideast.liveuamap.com/
youtube.com/watch?v=Yq8Ghej--8A
dlsite.com/home/work/=/product_id/RJ171017.html
dlsite.com/home/work/=/product_id/RJ171181.html
dlsite.com/home/work/=/product_id/RJ173009.html
saltgames.com/article/awareTiles/
twitter.com/NSFWRedditImage

> cutting content from your game

1st for low poly is best indie aesthetic.

...

Agreed.

That's quite comforting, thanks!

Unity 2d is jarring because of the three axes..

Ideaguys, how do you justify combat helicopters in an otherwise realistic ww2 game?

I don't think most people would disagree, it's just that most indie devs are too lazy to learn 3D modeling.

top secret research
we had the a bomb

Progress:

- Laid some of the groundwork for more exciting attachments (I'm calling them "modules") like weapons and fart rockets.

- Optimized the heat glow effect by like 75%. Also I now turn any fragments with less than a certain HP into confetti that shrinks and disappears to prevent lagging up the game.

Neither are really meme webmable so here is another ship I've made in a different, softer-edged art style that I might just roll with. There's also a gun module. The white magazine sorts below the hull and gets revealed if you manage to "undress" it without destroying it. Also, the barbette lights up green to indicate that it's powered and ready to fire, or red to show that it's reloading.

Time travel

I should just bite the bullet and learn Blender but it's so unintuitive to start off with.

Download Character Development in Blender 2.5; it'll teach you how to use Blender effectively in a short amount of time if you actually put in the work.

If small scale, I'd say left works, but right feels larger due to to the higher-contrast shading.

Thanks for the recommendation.

>have unexplainable errors
>write problematic objects to output
>problem disappeared
>undo this change
>problem is gone
th-thanks

testing the persistent decal system

warning: little bit bloody

Cool OP image.

How'd you implement them?

I'm in luck

If you can learn vim, you can learn blender; they operate the same way

separate decal channel in the shader for the texture atlas, added advantage is since the textures are very low res, I'm able to use a single 1024x1024 decal texture atlas for the entire level.

>point filtering
>no normal / bump mapping
but why?

Looks gud.

Best engine for 2d? Are pixel collisions a good idea?

Interesting approach.

I feel like the way I'm doing this is wrong.
Basically I'm generating a grid if tiles that are either empty(0) or walls(1) then I need to know the type of corner (the spheres) by checking four surrounding tiles. As of now I'm using an enum to mark the type of corner (so black = surrounded by walls, while = surrounded by empty, red, blue, green, yellow = mixed).
But this means having 16 cases in the enum (from 0000 to 1111), plus some others I'm going to need later on.
Is there a better way to do this?

Can someone draw me a spurdo version of this sheet?

how the fuck do i make a hipster stick figure walk for christs sake?
its so awkward

btw mall mario sprite size = 16x16, hitbox size around 14x14. Big mario sprite is 16x32

Excuse me, the first image is Gondola; not Spurdo.

I'll do it tonight if no one else has by then.

...

Am i retarded? what the fuck?

3,3,3 - 4,4,4 (both positions) gives me a direction for the second on to the first one right? then why it's not fucking working

note that the resulting vector will be from the origin which may be important depending on what you're doing

are you doing vectors?
vectors have direction and magnitude, so (-1,-1,-1) is not (1,1,1). Throw a negative in there, it might fix it

what happens instead
it should theoretically work

highly recommend devving to Swans

yes it's vector position in unity
Basically when i do this
transform.LookAt(TargetPosition);
it works fine
if i understand it correctly this should do the exactly same thing:
transform.forward = TargetPosition-TransformPosition;

But it doesn't, i don't get it, all positions are in world coordinates

Is there a game who managed to make some interesting western duels?

i meant transform.position not TransformPosition

transform.forward is in world space, the direction vector you have can be considered to be in local space. If you want to set it like that you need to multiply the direction vector with the localToWorld matrix first.

If i am subtracting two world positions, how can be the resulting direction in local space?

clyp.it/gwwor2nf

It is only a direction, it doesn't contain any information about its origin

Awesome, thanks

You should set the object rotation instead.
targetPosition is Transform.forward * (targetPösition - Transform.position).magnitude

sugoi

Ohayou gozaimasu nodev-kun!

Fistfull of Frags

Videogames are boring.

Then go outside, love.

Call of Juarez 1
Call of Juarez: Gunslinger

I'd work on the melody (is that the right word? I know nothing about music) a bit more. It sounds too disjointed in my opinion.

kys lol

tfw 3dsmax/blender fag
want to make a scalefag game
no game dev knowledge

what the fuck is the time signature

I'll take a look, thanks.

>not making a h-game to support your dream game

I'll be doing left then, since I'm going for a "small scale" feel. Really want to make the player feel like they're an experiment gone wrong and unleashed on unsuspecting space bumpkins. Also to make the screen-filling bosses look even bigger when they appear.

Here's some dynamically-generated colliders. They're rather overdetailed in places and underdetailed in others, but I'm not certain I want to dive into the original code to try and figure out what's wrong. Should work well enough for triggering bullets at least.

Ideas Guy here, im gonna drop some ideas free of charge!

Grand Strategy Game:
>Same concept as Europa/Vicky
>Earliest Start is the Stone Age
>Uses a map like google earth where you can zoom down to regional/town levels
>allows you to fight the battles there and see the borders move in real time (but not 3D battles like in total war)
>same size as earth in a 1:1 scale, literally just copied google earth
>features all historical events from the earliest written history up to today and the future
>completely allows you to change history be removing certain ethnic groups from the beginning
>Kinda looks like this mideast.liveuamap.com/

Survival game:
>Top Down
>setting is post apocalyptic sci-fi setting, kinda like fallout 1
>Features nearly the same building options from Rust
>graphically looks like Factorio
>Free to play with skins as micro transactions
>multi-layer buildings in the style of RPG's where the top floors are only visible when you go up to them
>Food/Thirst/Radiation/Exposure are important
>RPG-like stats for these needs
>Classes that are designed for building, gathering resources, making food, fighting, scouting
>infinite sized worlds

RPG after hero game
>You are not the Hero but the guy who comes after
>sent out by a mythical force your objective is it to clean up all those worlds that the RPG-"Heroes" are destroying
>features PvP where other cleaners are sent to the same world/invade it
>is also top down
>your weapons feature a magical vacuum cleaner, a mop and a few other things
>whoever gains the most cleaning wins the world
>use points to upgrade tools and level up

T. Dr. Meme Master PhD in memes

>RPG after hero game

youtube.com/watch?v=Yq8Ghej--8A

>gone

>it's a race condition episode

slow and steady wins the race

A game which you have to vote yes for on Steam greenlight to complete.

nice try tojo, but your children's cartoon speak doesn't have any power over me here

woohey it works, mostly. Thanks for all the advice in the last thread.

So I should just add sleep() everywhere in my code?

look into lockless design

no that's the opposite of what you should do
the rabbit lost the race with turtle because it took a nap.

I tried changing a couple of things. Is this too intrusive (the button labels on the targets)?
Don't mind, the particles going off behind the bunny, I'm just testing some things.

Later today I'll try to implement the short dance steps I created earlier in Blender. Wish me luck.

Weeaboo waifubait devs, here is your godsend.

dlsite.com/home/work/=/product_id/RJ171017.html
dlsite.com/home/work/=/product_id/RJ171181.html
dlsite.com/home/work/=/product_id/RJ173009.html

Should be relevant to you.

Why do you need to know the type of each corner?

You made idol-san cry

>links
Niiiice

What. Amazing

Presumably they have different corner caps for each combination of walls (e.g. north facing wall + west facing wall).

Couldn't this be solved using bitwise logic? Then instead of enums you'd have a switch statement surrounding the sum of the tile.

saltgames.com/article/awareTiles/

Random™

>marching squares with enum

like pottery

>Grand Strategy Game
>My idea is that it's a grand strategy game but you should also have retarded amounts of content

>Survival game
>there is no actual description of the gameplay
>retarded amounts of content

>RPG after hero game
>fight with people that are there for the same reason
>no actual description of the gameplay

nice

Couple more hours of being active on social media and google shouldnt be able to trace my new batch of review devices ;)

It's definitely possible to get almost perfectly accurate colliders, but it's slow to generate and would be slow to update. I process these in a background thread that syncs up whenever it feels like finishing.

How does the procedural, destructible terrain in Worms work?

I want to do something similar but simpler, say with just hills rather than overlapping territory. I was thinking of something along the following lines

>for each column of pixels on screen store a height that the ground will go up to
>use somesuch algorithm to generate a hilly-looking pattern with the heights
>when applying splash damage check where it intersects with the ground and reduce the ground height to that level

Last batch just boosted my reviews pretty well :)

Luckily its a shitty clicker game so making it look legit doesnt require too much staff :)

>peb.si/b
>empire building crossed with RISK
>built entirely in PHP
Progress:
>made moving units 20x easier
>broke combat so you can attack anyone with any amount of units and you'll never lose a single battle
>started work on EXP and levelling system
>added rounds

What are you using for those nice shadows (or did you roll your own)?

So uhm, how do I download these?

Very innovative but surely there is a less insane way of doing this

Use a texture to store the terrain collider.
All weapon impact delete a small part of this collider.
Apply the terrain texture over it.

Your solution looks more complex to me.

>Ad revenue per hour per 2 devices is more then im paying these idiots without actual players
>Why would i need to change what im doing?

>built entirely in PHP

jesus christ man

I don't know what you did that you feel you need to punish yourself for but it's time to forgive yourself

You buy them

...

Register, add the things to your cart and pay I guess. Or wait for one person to buy and upload. You can't possibly be a truweeb if you're not prepared to buy something from a Japanese site for literally $1.

too much activity on a device per second is seen as botting

also too little

or too much interaction (with similar timing) of the same part of adverts

i havent seen anyone get caught botting and get full priced ads yet

and the only people that i know that dont get caught hire people to move stuff about and use analogue methods

>too little
I imagine it's more like "too inconsistent", once you're in the "too little" zone.

Or do you mean like "one interaction ever"