/agdg/ - Amateur Game Dev 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/
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/

Sudden Announcement edition

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

Other urls found in this thread:

steamcommunity.com/groups/vgamedev2/
strawpoll.me/10623306
strawpoll.me/10623763
1week1game.wordpress.com/
youtube.com/watch?v=WcQllS-jreY
youtube.com/playlist?list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9
twitter.com/SFWRedditVideos

too much 2h anime and not enough normal anime posters

> cutting content from your games

Don't forget to join the
Keepefree.tm steamchat @
steamcommunity.com/groups/vgamedev2/

>not releasing your game with a season pass

>I did pay to have the music made, so I do own it.

Any musician who doesn't retain ownership of his work is a dummy.
gj though

strawpoll.me/10623306

kill yourself.

I'd pick yahtzee only because I have respect for him for making his own (shitty) games. He knows how much work this hobby is

I don't believe it works like that. For instance, Uematsu doesn't own the music for any of the FF games. It belongs to Square.

I meant more towards indie/free-lancers.
Working for the AAA is a little different and he pretty much has tenure so it's not a big deal.

I guess it's a matter of morality at that point. However, I spent quite a good chunk of money on it. I don't mind having him showcase his music for portfolio purposes, but I do want to keep ownership of that for exclusive use. Which is the point of getting a contract. I'll have that written up today.

Well it's not like anyone else is going to use it for a commercial project.
But yeah, I understand.

Musicians usually establish that from the start, so if someone doesn't like that idea they just go and look for another one.

That's because he signs a contract that transfers ownership over to Square.

Now I need to learn how to fix my fps.
It runs at 60 on small screen devices, but because of the way I'm scaling the resolution it does not run well on big screen devices.

>unity

It's no unity, it's an android game and I'm not using anything but java.

>on big screen devices.
Because mobile phones are dumb and don't have the proper scaled hardware vs screen resolution.
why are you killing yourself with mobile shit anyway?

I thought it would be fun to make a mobile game.
I was wrong

We got 4 memebers. 4!

>java

atleast you learned your lesson

It's easy to make android apps in java, that's why.

anyone need any models for their game?

Man, Monogame has the worst emptiest deadest documentation.

>people that go 'anyone need an X?' without posting their portfolio or examples of their work
Why do you do this

>Unity getting real 2d features soon

RIP GM

>soon(TM)(c)
its been a year since they first said "soon"

>unity catching up to every other engine and with more bloat
Wow, can't wait to give all my money to ravioli.
Unity for 2D is a joke, it's not worth it when there's already better engines suited for 2D.

>haven't even fixed their 3D engine yet
>adding more 2D shit
RIPIP Unity users' sanity.

people here complain a lot about not having any art, but i guess beggars can be chosers

use the xna docs

and get that extension that fixes the creators club redirects so you can actually find helpful results on google

Reminder that it took Unity 5 years and 2 releases to get out their GUI system and it was still a broken mess.

Perfection takes time.

>inb4 hurr durr unity shite

Indie games before Unity: Newgrounds flash shit.
Indie games after Unity: a new one published every hour, huge industry full of award winning games.

>TB has the most votes

Can you imagine TotalBiscuit playing any of these shitty 2d pixel platformers?

>you will never make an engine like unity but good

they got a really good base, but it's just lacking too many basic features and whenever they add something new it's less flexible than the old

>Perfection takes time.
You could give the unity devs 10 years and it'll still be a mediocre engine only used because it's accessible, not because it's good.

strawpoll.me/10623763

>Using GameMaker when it cant even go on Nintendo systems

Most award winning inddie games are not made with Unity though.

And flooding the game industry with shit is not something great.

Not hating on Unity, but most people are just using it to make cheap game trying to make cheap money.

Hey, someone else using Monogame. Have you figured out how to get MediaPlayer working? It seems likea busted piece of shit whenever I try, so I've resorted to playing my background music as SoundEffects.

Made a little change to my simulation. You can now see that in binary only the 4 least significant bits change. Isn't that amazing?

When is GameMaker 2 coming out again?

>people used nothing but Flash before Unity
>nevermind construct
>or allegro
>or sdl
>or even raw win32
>or any other obscure framework/library

Bong pls

I am only "using" Mongogame, as in I am doing the most basic text on screen, press left to move box things.
Call me again in a month, then we'll complain and bitch together.

And UE4 had UMG out within 4 months

Why would you want your game on Nintendo systems?

I'll just homebrew my game and release the .cia if I want to dev on the 3ds.

Have no interest otherwise unless they really do a 180 with the NX.

where else am I going to play all these unique pixel platformers?

Castle In The Darkness is on Steam though.

amazing and totally useless for games, you want performance and gamefeel, not accuracy

also why aren't the balls losing energy to the impacts? do you even entropy?

Do you want to make abstract geometric shapes?

how good are you with characters?

This game is a shining example of bad game design.
>locked routes; requires backtracking
>no map

I recognize that art package!

Is that a thing? Should I wait until it came out to start working on something big?

get the screen dimensions, scale your assets appropriately and create buffered versions of them at startup. You are probably resizing all the sprites at every frame, buffering the resized assets will solve that.

...

>I have never played a NES game in my entire life
we know

I'm using a CC0 art pack from opengameart.

This makes me happy

>conservation of energy isn't vital for physics games

I would, but it looks like you have a pretty cohesive aesthetic already

ok i guess, probably a little worse than the user working on the 3d tactics games. i stay away from realistic proportions because its easier to pick apart and harder to animate. mostly looking to practice and if it helps someone else out along the way, even with mediocre placeholders, then all the better.

honestly I don't really need anything right now, but I have a project on hold where the major art roadblock for me is probably going to be characters

>invisible heat isn't a form of energy

What game would make me a ton of money?

I wasn't commenting on the entropy part.

H game
You don't even need to make the game, just bait people with concept art and delay demos for years and enjoy the dosh.

The shapes I have now are basic af. I also have ideas for several other kinds of units, and each one is going to need different shapes.

I could use models if you want to make some.

i game where you develop websites

there is no excuse in the current year - 3

That requires art

>games shouldn't have mystery or force you to explore
>Everything should be right there on a straight path
>backtracking is objectively bad
ok

A crafting game with a lot of content that doesn't even have any use.

reminder that someone on /v/ shitting on your game could be this guy

>my only complaint was a lack of map
>he must hate exploration

what's the program that randomly generates bleepy-bloopy sounds effects that's actually pretty decent? i remember there being browser-variants too

sfxr, bfxr?

sfxr?

bfxr and chriplab

They are placeholder-tier.
Everyone has used them thoroughly.

For now I'm kind of interested in the physics engine and "low level" aspects of game programming. When I get bored with how slow I'm progressing I might focus in the game making part.

I want to make a game using flash, should I?

Does anyone here keeps a blog where you write about the progress daily?
I do, keeps me motivated and I get to keep track of my progress.

Sfxr.

web dev tycoon?

Only if it's porn[/spoiler}

what blog?

jfxr

I try to make a game every other week and post progress about it.
1week1game.wordpress.com/

On my second game right now, but it might as well be the first one, considering how shit the first one is.

It might be.
I'm not even completely decided on what kind of game I want to make.

Make a tumblr like all the other agdg devs
People will actually know your blog exists and like/reblog your work.

Added a boss energy bar and detached the wings when they get shot off.

The energy bar is working and will probably stay that style for the demo day.
But I may change it later.

youtube.com/watch?v=WcQllS-jreY

so do people just import preexisting lines of code and then modify it to their liking or do they write every single line themselves?

i cant see any advantages to writing every line by yourself for something basic when the code already exists elsewhere

What can I put in my cyberpunk platformer to make it interesting in terms of level design ? What hazards, puzzles, etc? I have a pretty bitchin combat system designed and can program it all, but everything else is in the design dumps atm

By the time you find that code, you might have written it yourself, and because you are the one who wrote it, you know exactly how it works.

youtube.com/playlist?list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9
Watch all these videos

>knowing how my own code works
kek

You'll constantly be rewriting because you learn better and more efficient ways of doing things as you're making your game. I've revamped my game's movement/collision system at least 3 times since starting a year ago.

>Unity getting tilemaps, masks, and pallettes

Is this real life?