Agdg

Make progress or IT will find you and IT will kill you ;_;

> 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/# (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 (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/

> Models/art/textures/sprites
opengameart.org/
blender-models.com/
mayang.com/textures/

> Free audio
machinimasound.com/
freesound.org/browse/
incompetech.com/music/
freemusicarchive.org/

First for non-pedo games

...

More progress on the shrink beam. I made it change colors based on if it's shrinking on enlarging stuff.
I also added a hologram which shows a wireframe of the object that is being targeted.

Working on a lil' shmup, since I never finish anything because my scope is always too big.

So far I've got:
>Player movement
>Weapon levels 1-5
>Shield mechanic

>Basic enemies
>Easily definable firing patterns for enemies
>Easily definable spawning patterns for enemies
>Somewhat easily definable movement paths

>Basic weapon pickup
>J U I C E

For some reason I can't get the FPS to go over 60, and I have no idea what's causing it. My room_speed is 200, so I have zero fucking clue why the FPS is capped.
>Using GM:S
>Inb4 3d in GM, the absolute madman

That looks really good, user

juicy explosions

I'm learning to dev making a tetris clone, is that still yesdev?

Those explosions are pretty nice with the style you have going, but what might make them look a bit more dramatic is to have 2 explosions appear in a bit of random positions, maybe like 1 in the center of the ship and 1 where the bullet impacted, and to make both explosions a bit faster, the spiky things kinda drag on too long and i could see that hurting visibility when you start mowing down ships like they're nothing.

Pretty sure the bullets despawn too soon

...

There's no such thing as yesdev. There is only dev and nodev.

Don't just "make a tetris clone". Give it something interesting to make it different. Literally almost anything can work as a good gimmick, so just experiment till you get something good going.

yes, dev

Looks great, so far. Could make a great sumbmission to space jam too.

An idol raising sim that's all about the booty. Your idols are different ages, heights, and body types, and it's your job to sculpt their butts into perfection through rigorous exercises. Your performances consist of dances that show off the butt and it's your goal to make it to the top of the charts through sexual appeal.

Really fucking nice. How did you make these explosions and the trail effect?

If you're doing it for practice, don't listen to -- practice dev is good dev.

yesdev isn't someone who makes games, it's a state of mind

with how wide that area is, i'd assume you were making a tetris game were you make vertical rows instead of horizontal ones. That sounds interesting.

I see what you did there.

Thanks :^)

Yeah, I'll adjust everything as I go along. Thanks for the input.

The enemy bullets? Yes, I'll fix that.

Thanks, we'll see how far I get with it.

Thanks. The explosions are simply two spheres drawn on top of another, with the outer (orange) sphere having its normals inverted, that is, its inside is showing. The spiky things are the same with cones instead of spheres.
The bullets are drawn in a similiar fashion.


The trail effect (for the player) is created by storing the player's position into a list and then drawing multiple primitives according to those points.

Makoto, Ami, and Mami have better butts. And Kotori.

But only Iori knows the true potential of a smal tight butt. She is the queen after all.

Spaceship Decapitation.

Mostly preparatory work but I also made weapons aim at the mouse cursor, but only if they're attached to you and powered. A bit boring but I'm trying to prepare for the fact that they'll be able to change hands at a moment's notice.

Before I proceed on weapons, I'd like some help deciding on a control scheme.

>Option A
Weapons always point at the mouse cursor and are made to fire by clicking or pressing a button. You can only fire the weapons you have selected, but you have precise control over the time of fire, which is important for powerful, low-RoF guns.

>Option B
Use the mouse to assign weapons to aim at specific parts of enemy ships. You can assign a target to one group of weapons, select another group, and give that one a different order. Weapons will automatically fire when loaded, only making rudimentary raycasts to see if there's no allies in the way.

>Either way
You can use the number keys to assign and recall weapon groups. Ship movement is controlled using W/A/S/D/Q/E. You can set your weapon groups to categorically auto-include weapons as you assimilate them (1 takes all guns, 2 takes all beams, 3 takes all missiles, etc.).

Any suggestions?

see

We /@/nal now?

reminder if your hair isn't pink you aren't an indie dev.

how do those people live with themselves?

Started doing low poly furniture for a new game.
I always start by coding and using just placeholder art in my projects, I'm starting with assets first now and then I'll focus on the code.

It delay's playtesting but I already code for a living so doing 3D modeling is relaxing and comfy.

That's only true if you work in a team. Dying your hairs pink is just silly otherwise.

I'm slowly balding, that would just kill my follicles faster.

That pillow isn't fluffy enough, once that pillow if fluffed it will be comfy!

I mean if you're bottom left it's kind of acceptable

But my hair is naturally white, i already look like enough of a douche.

Thanks, noticed that yeah, I'll make it better.

>those roots
haha no

grow it out and get all the bitches

Why cant i still gather some social media audience, anons?

All you need is nice art

Make some 'wacky' shit that people like to reblog.

You don't have to sell out with memes, just post stuff which is entertaining even to people who aren't necessarily interested in video games.

This is accurate Once you have nice art, upload a shit ton of images to a dropbox account and use IFTTT to automate posting to tumblr, twitter and some other social networks at scheduled intervals using appropriate hashtags. Then just let your social accounts grow slowly but organically.

It's okay to pursue your dreams, /agdg/. Don't be afraid to just like make game.

You CAN do it!

Don't get ahead of yourself Mami.

Guys I'm still coming up with concepts for my game - I know some of rpgs have had playing cards used as weapons, but have any used them for combining attacks? Something like you attach a card to a spell and the effect is multiplied or altered (trying to be original here). I am also going to have some card minigame as well for fun - how reasonable is it to come up with a card game that is completely original? Otherwise it will probably be a variant of 21 like almost every other card minigame

t.nodev

>Tfw it's too hard to make a good game

>tfw finally finished implementing customizable controls

Reminder not to be lazy and make sure your game has full mouse, keyboard, and controller support.

o god
those are **indie** devs, not indie devs

Reading this post makes me happy. I, too, am in the process of making a card-battling RPG. Video games with card battling systems are my favorite.

If you want a card battling video game that has combos and combining then check out Baten Kaitos.

>2010 was 16 years ago

for somebody that is starting from scratch, how much time would be needed to, say, be able to get greenlit?

cant tell if gay or lesbian
or straight
this is whats wrong with anime

love the state of this thread to be honest (abbreviated as t.b.h.)

i feel old yet

Added a really subtle flicker and reflections. Might have to tone down the reflection at the right a little. But I'm happy with how this is looking.

I agree with this guy you guys should do something more productive

I have absolutely no idea user, the strategy I just described is what I have used to grow a porn site that I own without having to do a lot of manual spamming. I'm pretty sure it will be even more effective for games as the market is not as shitty as porn.

bad slogan
bad thread
bad exist
kill myself
why did daddy leave
who is new daddy
brother is killed
hit by car
only 3
bad sad
gramps shat himself again

Hey, user, that's great. What I'm going for is actually more of a standard jrpg battle system with cards having a minor role for some classes. Thanks for the recommendation, though. I feel I should mention the pokemon trading card game for the Gameboy too, that was a neat game.

Having this 'How long does it take to X' attitude suggests you're REALLY new to this and is something you'll outgrow.

It's impossible to say.

You could also check out PSO Episode III. It has deck building and stuff, but it also utilizes grid movement and dice rolls, and it's unique in that depending on the side you pick, you focus on either equipping weapons and armor or focus on summoning creatures. Very fun.

MegaMan Battle Network could be worth checking out too, if you haven't played any of them already.

nigga you better be jokin thats some yuru yuri

If a futa has sex with a futa is it gay, lesbian or straight?

Should I make a roguelike platformer or is that genre too saturated?

Has a game ever had an AGDG intro at the start?

I have never heard of any roguelike platformers but it sounds interesting. Not sure how platforming on a grid with turn based movement and combat would work though.

make a video game
o wait, that genre is too saturated as well
only if you can make it fun and quite unique

Where are these roguelike platformers

No

I dunno, user. Are you making it for fun or practice? (then go ahead)
For money or popularity, though, probably not. I'd say it's pretty damn saturated, yes. Unless you think you've got a unique concept or something.

Roguelike platformers are typically not turn based. Among others, you could check Spelunky and the more RPG-like Vagante (an AGDG game). Speaking of AGDG games, Risk of Rain probably qualifies too. And then you have Chasm and Catacomb Kids and Rogue Legacy, etc.

wtf
do you guys even have computers?
how did you send those posts without a working internet connection?

if (!instance_exists(model)) {
model = instance_create(spacex, spacey, model);
}
model is a variable replaced by another object. I'm trying to use this to generate multiples of the same object. It only will generate one of any particular object total, no matter how many of that object I feel into this. How do I fix?

What happens if you try to use the gun when it's not normal size?

Why do both cubes grow?

>Roguelike platformers are typically not turn based.
>Roguelike
>not turn based

Risk of Rain has an AGDG logo on the title screen.
So far I'm just ising that one for testing, not sure if I'll actually use it as an intro screen.

Then those aren't roguelike.
They are platform RPGs with perma-death.

Those are not roguelikes though. The turn/grid based gameplay system is a more essential element to the genre than perma-death, which is often omitted in favor of lighter death penalties.

rogulike nowadays = randomgen stuff + permadeath. sometimes not even that. this concept is so overused.

thanks again - any progress to share on your game?

don't use instance_exists then

The final game will only have select objects that can be shrinked
Those cubes are one object

Been making games for 5 years now, and I think I'm just about ready to quit and move on. I really fucking love making games, but the community is such shit. Not /agdg/ or tumblr or anything, it's the people in games in general. The autism is contagious, the idea guys are creatively bankrupt, and every single person, even the people who have made it are man-children.

...does this count as yesdevving?
C++/SFML, movement and gravity controlled by components

haha yeah but what about steamchat and IRC they're pretty cool people LOL

You're retarded

its just like rockstars and soccer players. they are normally man-children because they dont need to go to work, follow normal rules or whatever. they just have cash to dont give alot of fucks.

I've been in steamchat maybe once or twice. Those people are the worst group of circlejerkers ever.

Good job. Now make it space-related.

I need something to stop the game from spawning in 11 fucktillion copies of it every game frame, and I don't know how else to limit it.

except soccer players do work lel. but at the beggining of their careers they have this mindset.

Not really. At this point I'm mostly compiling ideas and trying to put together a competent card battling system. I have no way of testing it right now because I don't program -- I'm an art and music guy. I've thought about making paper proxies of the cards and testing it that way.

I have a detailed document of the setting and characters and stuff, though.

How do you make components

i dont have a single clue on how to make AI for a card game. do you have some stuff for me to read ?

Looks great, user. Is that using keyboard check or check pressed for your firing command?

use instance_number

if(instance_number(object) < 100)
instance_create(x, y, object)

that makes an object if there's less than 100

Teach me to make games like you please

you will go far

nice blog post

nice glob tsop

what would you like to see in a simant remake?

Does anyone perchance have a screencap of the guy that asked for feedback on his really shitty sword sprite? My friend wanted to see it.

Sounds pretty similar to what I'm doing currently. I have a background in music and have been trying to work on pixel art lately as well. I'm going to use gamemaker which should be more approachable seeing as I also have no programming experience.

Anything interesting to say about your setting? I'm going for something like Lord of the Flies with magic powers and transhumanism