/agdg/ - Amateur Game Dev General

Elite Beat Edition ( last thread: )

> 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/
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/
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:

commons.wikimedia.org
twitter.com/SFWRedditImages

first for bloom

Posted in wrong thread
Comfy fires now come with optional bodies

nothing like a corpse to keep you warm at night

>has been nodeving since months because noart
I need to get back to deving.

Tell me one small game I should make to get started again.

Do you have any art now? If not, why would the end results be different this time?

go here
commons.wikimedia.org
random image till you find something you like
make game

Man, I've never seen aggy come together like this. And all it took was some truly bad art.

all me

Small games can get away with noart but I have no idea what kind of small game I should make to get back into dewing.
I'm just giving up on my big projects since I'm not going down the artist road anyway. I just want to make game but feel like I need a little push.

Anyone have any million dollar ideas for me today?

I get it, it was bad art. All I wanted was some feedback on how to make it better.

And here we go. It kinda works within the constraints of my not very good knockback system.

2D puzzle platformer inspired by the games of yore

Enjoy your $1M friend

A suicide simulator.

You play a gamedev that have given up on life and have to kill yourself. The levels are increasing in poverty and decreasing in mental health so it becomes increasingly harder to kill yourself, the final boss is at suicide watch in a closed psychiatric ward.

is this my life

Try to create a puzzle game with simple squares then. It worked for me at least, but now I have realized that sooner or later I will need some art anyway, so now I'm nodeving to learn the basics of drawing. I hope I can get back into business soon.

It's the future you chose.

Once you get over the desperation phase you'll feel at ease with death though. It'll be like a new and better form of sleep and you feel more tired every day.

>feel at ease with death
>like a new and better form of sleep and you feel more tired every day
It feels uncomfortable how familiar that feeling is.

I'm glad you posted it user. It was beautiful to see.

Is game maker locked at 30 fps?

There are people in this very thread that don't make the link between:

lack of exercise and poor diet
and
their current health/mood

no

Lack of exercise gets me in a good mood

tfw some studio took your idea and made something way better than you could ever create

Wow dysfunctional meme plucked right out of high school.

KEKED

Huh?

I don't see how a good diet and some exercise would solve my problems in life, but I have to admit, when I have the chance to sleep more than 6-7 hours, I feel amazing and have a good outlook on life.

Should I follow my dream and create a 2d browser MMO or realize I'd never finish it or get any players

Good physical health makes for good mental health. Even in extreme cases it, at lest helps a little.

Naturally getting good sleep is part of that.

Yeah, when I get into an awful depression mood the amount of exercise I do and the quality of the food I eat both plummet.
Then as I feel better again I return to exercising and having a decent diet.
Should I get someone to forcefully help me exercise and eat healthy when I'm depressed?

Depends.
First, if I were you I would:
1) Make a game
2) Then make a massive single player 2D RPG
3) Then make an online multiplayer game
After that you can probably see if you're "ready" for a MMO or not.

A survival game with crafting elements

Agree with , you'll need a following to get your game started

>A game where you play as a wealthy and influential person in a fantasy Napoleonic setting where you can expand your influence by economic or military means in order to fugg princesses and become an emperor, or just be a pirate, or serve an existing state, with your success measured in your reputation throughout the world, your money, fame, or number of anime girl concubines
Would you play it?

>weeb shit
nope

>gameplay description %: zero

Nice setting, where's your gameplay?

Nice Mount and Blade clone

>World map divided into regions or cities (some combination, whatever), either like GS like V2/EU4/CK2 or Mount n Blade respectively
>You are represented as a character who can travel by land via carriage convoy with a retinue or by sea via flotilla with a crew, like M&B

>Trading is performed by you or an NPC delegate in command of a convoy/flotilla buying and selling things at cities along trade routes
>Production is done by businesses you buy, i.e. you have 1 brewery in fantasy-Dublin that can make 3 tons of not-Guiness assuming it has the necessary inputs

>Combat is autoresolved when you aren't there based on dicerolls and NPC skills, maybe when you're present combat is actually played out RTS-like with your units

>performing economics or combat in the name of a nation makes you rise in rank
>as you ascend into the upper stratum of society you get the ability to fugg princesses

>system of region ownership would allow for player ownership/governership of regions
>i.e., you could be granted ownership of lands for your services to a state, or you could mutiny or capture lands yourself and set up a personal state

I suppose all this calls for:
>world map (self explanatory)
>battle mode (if implemented)
>town mode (where you can meet hot bitches, maybe like duel people, visit the inn who fucking knows m8)

I know all these elements work in games to some extent - obviously M&B but also Sid Meier's Pirates (childhood memory) and Port Royal/Patrician III, to a lesser extent GS games - but I wonder if it would be too much of a clusterfuck to be enjoyable

I know it sounds very cloney, but I enjoy big scope games with combat, economics, and societal elements
Not many exist, sadly, and the ones that do often are sub-satisfactory in one field or more.
Actually I had idly thought about making a princess fucking simulator with randomly generated princesses that would be much simpler

How do people make webms nowadays? I'm still stuck to the gif age where webm was too much work

you use OBS to record and then convert the video with WEBM for retards

Open Broadcast Software for recording your screen and then convert with webm for retards.

A dubs simulator game.

I record as RAW then convert with FFMPEG

busy making greenlight trailer

i already have mount and blade. i would not buy this since mount and blade 2 is on the way.

And here I was hoping those were already outdated. Oh well, thanks for the answers

shit nigguh. i think this time you are going to be rich. keep working.

Why would you hope that?

I-I guess I just kind of long for the simplicity of gifcam even though it's kinda shit.

OBS is pretty simple, just might take some setting up to get it to look nice. Webm for bakas is as simple as it gets.

> making a greenlight trailer for a game with barely any content

What game?

if you just want a quick webm, use webmcam

it works exactly the same as gifcam

face it user, you're not even going to start working on it

shiet that purple thing got fucked up, that looked rather brutal

Vampire of the Sands

>i don't know greenlight - the post

Looks really cool senpai but I can see a lot of people failing to identify what is good and bad

well that doesn't look good at all

>
Yeah it's fucking shit
black shell media are a bunch of fucking hacks, it looks like generic indieshit

I think I perfected reflections.
Also: laser-sensitive blocks

be honest, did you crash when you made an infinite reflection

It bothers me greatly that this webm doesn't loop perfectly.

Yes, I then limited the game to 16 reflections per laser. The game still crashes if you fire a laser and it doesn't get stopped by a wall

>Check LinkedIn on people you went to high school with
>Everyone has great jobs, a small few are already almost CEOs
>Stuck making shitty Unity prototypes and can't find a job

W-we're.. we're all g-gonna m-make it, lads..
Who am I kidding, I'll off myself eventually

>laser does not intersect with solid portion of emitter
immersion killer

>tfw you have a game you want to build but you're retarded and learning how to code takes forever

learning to draw and paint has already taken me so long senpai ;-;

I bet they're all filthy nodevs though. Do you want to be a filthy nodev? No you don't.

what the fuck is the point of a window why would i want strangers to be able to see into my house and see me in my underwear jacking off

fuck windows

If there's any XNA guys here, there's one thing I'm confused about with shaders
I know how to do all the proper operations and everything, but does using a custom shader completely disregard all the parameters to the draw call? That's what it seems to be doing for me. Is this the case or have I screwed up somewhere?

>tfw try to flesh out gameplay for game
>tfw when you come up with too many mechanics to do in a week
fuck

Should have installed some linuxs instead

Neat

>Trying to figure out good mechanic for my RPG game thing
>Realise the dodging attacks during opponent's turn is literally Undertale
God fucking damnit, now how do I make my game have an interesting mechanic? That fucking dog stole my one decent idea.
>Tobyfox
>Dog
>Dogposters
>Tobyfox is an /agdg/ dogposter

it took you that long to figure it out?

...

Well Battle Network lets you dodge attacks, and Mario RPG IIRC you can use timed button presses to minimize damage.

You are probably not setting the correct parameters when you call spritebatch.begin

go release another content patch for VotS you goy
your black shell media masters are waiting for you

kek

...

...

...

Maybe don't make it "turn based with a gimmick". Undertale's gameplay is 100% dodging the enemy attack, the rpg part is just "attack till you win, heal if low", with attacking being either the atk button or the do funny action XD button.

You can add rpg mechanics with a certain degree of depth to literally anything.

If you want to make an interesting turn based rpg don't try to add a gimmick (ie. qtes) but work on the rpg mechanics. ie. Pokemon is a classic because there are hundreds of classes and the method to aquire a class is interesting.

You don't need minigames to make your turn based combat fun. Look at the way roguelikes do it: Brogue has excellent, simple combat around risk taking; FTL (which is almost turn based) involves redirecting energy to the abilities you think you'll need most.
Good combat is a mechanic in itself.

Please don't stop.

lovin ur dogpost

I just use WebMCam, set the size of the area to record and it grabs that area as video, converts it to weebums for you. Grab from github for free, senpai.

How about a system where you use underhanded tricks to win? Like by attacking objects around the battle field will make them do something.

Pictue this: An opponent who keeps blocking your attacks. There's a water pipe to the side of you opponent that if you attack breaks the pipe and sprays him with water leaving him open to attack.

Then you just gotta get creative with stuff. Maybe the character has a way to set up things to do things at certain times or you have to do a bunch of things to trigger a chain of events.

I'm just trying to make a weeb porn game so it won't work for that plus I can't code for shit. I just wanna draw weeb porn and have it be interactive.

This is some of my stuff.

Making every battle a puzzle would mean hand-crafting them, and eventually the player would run out of unique battles. Presumably, in a RPG with random encounters, that won't do.

Someone give me a simple game to make a space version of for Space Jam.

Yeah I figured that but he wants a Undertale like game and the battles in that felt the same way.

Plus this is another reason I'm throwing this idea away. I don't wanna be thinking up all those battles.

Get this: it's Space Invaders, but in space.
Wait, I mean... Asteroids.

A celebrated but retired NBA superstar takes up the shoes again to defend the world from alien invaders with the power of basketball.

it's not like you're forced to make something for space jam.

A curling-minigolf hybrid game, where you have to control the properties of the space (friction, length, height, etc..) to send a ball thrown very poorly into it's hole.

great

Ideas are worthless without execution.

I saw you shilling on Siliconera the other day. Nice.