/agdg/ - Amateur Game Dev General

Video game development

> 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/
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:

docs.yoyogames.com/source/dadiospice/002_reference/movement and collisions/motion planning/mp_grid_path.html
soundcloud.com/jasozz/space-jam-space-combat-01
soundcloud.com/user-795244489/aftermath-orchestal-interlude
youtube.com/watch?v=XlZMuuob9io
twitter.com/NSFWRedditGif

First for waifus

Who are the best AGDG waifus?

...

Hi yesdevs, If you have a game native to GNU/Linux come and post it here

I want to make a kinda pokemon/monster rancher type game.

Would you guys prefer variety of monsters with no templates, or a variety of monsters using a specific template/"species" but with lots of differences?

JRPG:
Need a few more mechanics. I'm currently looking for status effects that stack well. There is no healing in my system, so effects must be designed to have a payoff period. Say poison stacks from 0-10, curing poison while it's under 3 would be a waste of a turn, but waiting for it to damage you while above 6 and you've lost ground.

Status effects should also be situational. If it's always beneficial to use that +25% defense boost, that's not really a choice, is it?

the latter

Take your freetard shit out of here

...

>implying you can't make money selling videogames on Linux
Steam wants a word with you.

>the image saved of his game is one with the skirt clipping
hehhhh

Charlotte is thicc
Sunnie is dead, we need to bully the dev into deving again

Reposting from previos thread.

Not in the picture but guess bunny-idol counts too.

Who's the girl with the white hair?
>vampiredev hasn't posted more progress in a while
Hold me

>vampiredev
who

Clipping skirt is LEWD

How do I into grid-movement AI in GM? The game I'm devving is supposed to be turn based, like fire emblem except you can only make one move per turn, and it seems the pathfinding in GM is made for continuously moving objects.

If the object is destroyed then that means that it isn't created in rm_Menu, but in rm_Jail. Do you have many objects? Delete that line I posted, make a new room and put the object there

How is asesprite free if you can't even save files in the trial version?

You need to compile it yourself if you want the full version

Check out mp_grid.

I'm alive, kinda.

docs.yoyogames.com/source/dadiospice/002_reference/movement and collisions/motion planning/mp_grid_path.html

Good
I expect a lot of porn from this, don't let me down

Compile it yourself using the repo they have on GitHub, buy it from the site for $15 or search for a copy someone uploaded, they're easy enough to find.

Working on a brexit wad :v
You escape demon parlement and have to kill hell night cameron and cybermerkel.

Is Gamemaker any good for Turn Based stuff?
I'm thinking of making an SRPG, but I don't know if gamemaker is the right choice

todo:
polish
collision detection

There was an user working on rule34 of the waifu jam girls, but I never saw him again, not sure if he finished anything.

Anyone have April 2 and April 3 of the recap?

>Who's the girl with the white hair?

I will play this.

Ah. Placeholder-chan.

As a guy personally responsible for a lot of disappointment from others for dropping several SRPGs, yes. It works well.

You do have to build it all from the ground up basically, its not like RPG maker or something, but its not hard from my experience.

Stats and everything are the big pain, but thats more monotony than anything.

thanks for the input
do you think it would be hard to implement some kind of press-turn system, kind of like the one in some SMT games?

Looks useful. I'll have to read up on how paths work to get enemy units to move one cell at a time. Thanks.

and for anyone curious of the funny numbers

every shot you take, it hits all the enemies and bullets
if you miss, your combo exponent drops to 1
if you hit, your combo exponent is increased per enemy hit
then you add 2 ^ combo for every enemy hit
then you add 1 for every bullet intercepted

this encourages accurate and well timed play (e.g.: waiting for the right angle on a group of enemies, maybe later in the level) and for the player to get intimate with the level layout

now, what the fuck do I name the enemies, does anyone have better ideas for how the particles look, and how would you guys like to make some levels?

I hear there's a fresh hot meme around here lately. Let's see it agdg.

...

...

My favorite thing about that crap is that the hack who was copying awful sprites from google image search... dipped into mixels as well, making them even uglier.

The faces look like that one comic with the orange hair guy doing really weird things

>steamshit sufficiently shamed
Nice.

Can't find them on the archive. Iirc Sayaka went MIA a couple of weeks around that time.
The scrapper was implemented on early May.

We should collect all the recap pic links from the archive and add a recap section on the aggydaddy site.

ONLY PLACE WHERE YESDEVS ARE

I've got an archive of everything up to date, minus those two.

I haven't been assed to update the index though:

www.homph.com/recap

BEST MEMES AND THE NICEST PEOPLE PLUS WE HAVE A JANNY

I don't really get what you're trying to do there, care to give a brief overview of the game?

I've got a jock rash on my inner thights from gamedev and sitting all day getting sweaty in my pelvis area.

This is starting to look an awful lot like source shitposting

Nice. I'll give it a deep look on the archive for them. I'm almost sure there was no recap at least on one of those two missing weeks.

This is the most video game I've ever created in my life. You can jump and move and die then respawn. You can even double jump and "enemy step".

this is the most video game i've ever seen in my life. gj

Oops. Seem June 3 is missing too.

The archive not having a search is really inconvenient...

Samurai Cat

this sword is one of many weapons, an all of them are chargeable. Game is almost a hybrid of super metroid and Megaman

Added in a little transition sprite so the crawly guys aren't just flipping around the corners. Tomorrow I need to watch a video on how crabs walk and redraw the walk cycle for these guys.

In case anyone missed it I also got some more SPACE MUSIC written, for space-y things.

soundcloud.com/jasozz/space-jam-space-combat-01

Neato

I like your water effect

Does the game have some kind of screen filter, or is that just bad webm compression?
I don't really care for this type of game. But looks cute.

Not until it goes on for 10 months.

his slow movement is making me really anxious

You jumped through an enemy at 0:18 without taking damage. Otherwise I like it very much.

No worries, damage hasn't been implemented just yet. This is the first bit of progress for enemies, since I just got the level generator working not too long ago.

>ded games
>ded waifus
AS EXPECTED.

Looking good.

Can you shoot up/down/diagonally?

i like the aestethics and color choice, also nice being able to see through what is it written in?

This one is June 3. It says June 1 but June 2 also does. Seems both April 2 and April 3 never happened.

reposting my music from earlier in case anyone else has feedback.

soundcloud.com/user-795244489/aftermath-orchestal-interlude

Would this fit in a game? if yes, any ideas what sorta game or scenario it would be in?
thanks

how long should it take for me to stop being a useless peice of shit and work on my game

Up and down, yes. Its sprited but not implemented just yet. I haven't decided for sure on diagonals yet. It'll probably depend on whether or not I find during testing the player winds up in alot of situations where diagonal shooting would have been super useful.

here's the video for a clearer view
youtube.com/watch?v=XlZMuuob9io

thanks. This water actually makes me look forward to making a water area
its just bad compression. i posted the video above. thanks

It can take from as long as it should to as long as you allow it

He's fast!

People will meme you about discipline but the truth is without motivation you will never make it.

That's neato, user.

>those AW buildings in the background
Now I feel like playing Advance Wars.

Why is B-2 as fast as jet?

Okay.
That'd probably be easier to do anyways.

I also really like using templates to create lots of different designs.

Now to go mess with shapes and sizes!

It's a rail shooter. You load in a level, wherein you progress on the designer's curve at a set speed (you can slow down or speed up if you want to, but you can't change direction or stop). You have to then time well placed shots against enemies (think turrets, although I plan to introduce a bunch of different ones) and their projectiles to make it through with the highest score. Lining up better shots (almost like bowling), having a greater accuracy, and finishing the level faster (to be implemented) correlate with a higher score.

I'm thinking of making it such that if your score drops below zero, you have to start again.

Morning progress before going to work

Green square can now fly up to 5 seconds before needing to go back to the ground to jump

Because I just copied over the same stats and AI as the fighter. Same reason why it's shooting missiles and chasing planes instead of dropping bombs on ground targets. Just thought it was funny before I start working on proper stats and AI

No. Hiatus != dead. And Charlotte isn't even on hiatus anymore
Waifus banzaaaaaai

>Waifus banzaaaaaai
>2/20 waifus alive
>banzai

>Hiatus != dead
Let's be real. How many years do Charlotte need to get a basic 2D platformer level running? And the Sunny dev has been lazy as fuck. I don't mind him having virtual sex with her all the time but he should try to progress on the game.
To extend that to the CGG dev, he hasn't done anything else than art recently.

Just face it, waifu games are cursed. The only one who got away is memedora.
I'm not counting in dreaming Sarah or Catmouth because they both got rushed and are not polished enough. That's the thing with artists, they just eventually get bored of programming at some point.

100% of my waifu's games are alive

Weekly waifu recap when?

When you make it
As a rule, the recap thumbnails need to be lewd

That looks so good.
I want to play it
and dev it
i'm jealous.

If you put a black background with some stars on it, you got an entry for space jam.

So you're saying there are at least 3 released waifu games? That's a lot of released games by AGDG standards.

And the background image too, of course.

>AGDG standards
They were done by teams. Even a nodev like me could release a waifu game if I had a musician and an artist.

Added a camera icon for clarity so the player knows when their camera switches, working on weather effects like rain and stuff. Though I am trying to figure out how to do rain drops on the camera or is that too much?

welp just fucking kill me already

I give up

Webm didnt post

They managed to colalb on top of that? Even more amazing

I added in a drop shadow, which helps a lot with clarity.
Does it seem like it's too big or too small?

dude I can never ever tell where the character is when you post demos. the character needs to stand out more

what's this, an overworld map?

Wew lad