/agdg/ - Amateur Game Demos General

Are you ready?

> 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/

Other urls found in this thread:

youtube.com/watch?v=nR3k5rgAUT0
youtube.com/watch?v=Q-AQEPJ_KiA
twitter.com/AnonBabble

Should I use Ue4 or Unity?

Isn't it cheaper to simply use transparent textures instead of tris?

maybe

Demo Day 9 is in less than 6 days.

40 games will be featured.

Why aren't YOU participating?

Is gamemaker drag n drop usable for anything but simple platformers? How complex of a game could one make using it? Or is it just a gimmick

I dont have a game

I didn't even know about it before 30 seconds ago and also I don't know how to make games

I'm 0.05% done with a game and then reach an impossible roadblock.
I give up for a few months then download another engine to see if it's better.
I then give up again.
Rinse and repeat for several years.

Limited

I will not take part in an event that endorses bullying

Here's a quick comparison of the different versions.

Made some more progress, managed to make it so that the player sticks to moving platforms.

Not pictured-managed to get Fall Damage working as well.

but really

What's your game?

12 easily looks the best

Can't you just make the 12 tris fatter so they cover more ground?

First person fantasy RPG with billboarded sprites for creatures.

I don't have a lot planned out already, want to see whats fun in game and what works first before committing to anything major.

12 is the only one without heavy aliasing.

Why is programming such fucking bullshit?

>Instruct the cube spin in 90degree increments on the Z Axis each time the script is called
>NOT ACTUALLY SPINNING AT 90 DEGREES WHEN RUN

There are four frames of animation. It's a 3D cube that you look forward at in a 2D perspective and each side of the cube has a different frame. As it spins in 90degree increments, you're supposed to see a different frame, but it isn't working as intended here.

>First person fantasy RPG with billboarded sprites for creatures.
Nice, I wanted to make something like this but I'm terrible with graphics, I'll just go with the regular top down rpg approach.

#pragma strict

public var speed : float = 10f;


function Update ()
{
transform.Rotate(Vector3.right, speed * Time.deltaTime);
}

Try that, its a script I made to make it turn.

>Why is programming such fucking bullshit?
You're dumb

I sent it to a non-dev friend:
>is this on a beach
>or something
>bottom one has too much grass
>even
>but the ground looks like sand

what is he trying to say?

ue4

Oh, I am too.

Going to try to aim more for artistic cohesion more then artistic excellence, hope I can at least get it to the point where the graphics are at least not detrimental to the player.

step 1: the machine is always right
step 2: if unexpected things are happening, examine your assumptions

anyone else dropped devving and focus entirely on programming or art?

i don't know much about programming, but it looks to me like you are telling the cube to rotate on the z axis at a speed of 90

if i had to guess, i'd say instead of applying rotating, set it's rotation to be current rotation + 90?

thanks

I dropped devving and focus entirely on shitposting.

You could weight it so theres more grass closer to you and sparser farther away

Actually there are probably huge amounts of resources on this, why listen to amateur opinions

>It's a 3D cube that you look forward at in a 2D perspective and each side of the cube has a different frame. As it spins in 90degree increments, you're supposed to see a different frame
congratulations on ur creative solution

Best of my luck, my guy, I'm looking forward to playing your game when it's ready.

following your dreams

I recall reading an extensive paper on random grass blade distribution to maximize coverage with the least amount of grass possible

thoughts?

Nigga, just paint the ground green.
Slap some grass texture on it if needed.

I'm still developing a small project on the side with a couple other people for the hell of it, but in terms of actual projects I've put everything on hold to try and figure out how to actually draw since I've always wanted to in the first place, and I'd like to be able to make my own assets for shit.

So far it's not going great.

grass LOD meshes
perfect example of a dev getting caught up on something meaningless while their gameplay goes nowhere

>90 degrees
>4 frames
are you actually retarded this is exactly whats supposed to happen

Maybe its not facing the camera exactly
I'd print out its rotation value every frame an ensure its not 'off', also ensure your camera is positioned properly

but really, don't do a hack solution like that

you could make a whole lot of games using just the drag and drop but it's actually shittier and more unintuitive than the language

GML isn't that hard, learning dragon drop would be the same thing abstracted

p good

right is better

I got it to work, but I used logic nodes instead of fagass python scripting since they actually work as intended. Guess what? Applying a 90degree Z rotation with nodes actually fucking works while the same command in Python doesn't.

I gotta screw around with the camera now. I need to figure out how to get a completely straight on view of the environment at all times so you can't see the side frames of a 3D object when it isn't centered on the screen.

How many tiles could I shit out in a 2000x2000 room in GM:S before I run into issues? Would deactivating instances outside of screen make this a non issue?

You can have infinite tiles as long as there's enough ram, all you do is only draw the ones on screen

what the fuck am I doing wrong ;_;

>making a game in blender
>crazy workaround instead of just animating the texture

why do you do this to yourself?

probably the python command is in degrees per second and the node in degrees per frame

is there a Veeky Forums script that can hide posts including their replies?

>another dev fell for the grass meme

How horrible

>First person fantasy RPG with billboarded sprites for creatures.
THIS IS MY JAM

please post more about it i would like to hear some more thanks sempai

Yes, 4chanX has recursive post hiding. I keep suggesting to Veeky Forums they implement this in the built in extension because it seems like a very basic feature to me but they never do

What was limbo made on? Did they made their own game engine or did they use an existing one?

they just used flash

So uh, how are you going to use this asset.

I got hired by a real game dev company, so now I have no time

oh the last thread just died so I suppose I can post this again for anyone who missed it.

works like a charm, thanks

Weekly Recap=~~
We have a total of 24 games. 13 games have returned from previous recaps! All this progress is great! All these games had best be submitted to Demo Day 9. Reply to if you want to make it in this week's recap!

~~=High Scores=~~
(6) [Placeholder Title]
(6) TacticalRPG
(6) Knightly Terrors
(5) Zero Quest
(3) Dark Elf
(3) Idol Comm@nder
(3) Stellar Jets
(2) Game
(2) God is a Cube
(2) Unnamed pixel platformer
(2) Vagabondia
(2) Vampire's Bit
(2) Vindis Saga Tactics

(Score is calculated by number of recaps in a row)

~~=Feedback=~~
Notice the scraper has made an error? Ideas or comments?

OUT REEEEEEEEEEEEEEEEEEEEEE

That's very close to what I wanted the graphics to look like from my game!
What are you writing it in?

nah, I'll continue posting my hobby project and there's nothing you can do about it but flail around in your shrinking pile of neetbux.

Hey I haven't seen you in a while. It's great to see some npcs. What do they do?

This one will wait until you swim above it and then jump up to snap at you. I think if I do keep any talking mechanics (which now seems rather unlikely) it would only be fellow jellyfish that do it.

Interesting observation.

The new mesh is reduced to 8 tris but is is larger and has more grass straws per mesh in the material.

This actually reduces the performance with 7 fps, showing once again that triangles are not the problem.

That crab is very cute but he doesn't fit in with the rest, namely his small pupils (this isn't as big of a deal as the next) and the fact this one has outlines and the others don't

What should I use for vector art? Is Inkscape alright?

What the hell happened? the last thread died, but half of the posts here were in the previous one.

Not much to talk about right now, just some really early prototyping.

I am going to have to try my hardest to make melee combat fun from a first person perspective though, I don't want to resort to it just pulling a Hexen where the player uses a magic wand like a gun.


>Melee range is buffed significantly to almost Halo Shotgun range if you are using a 2 handed weapon, having a large arc like in Strider on the Genesis.

>Attacks are overall much quicker then in games like Mount and Blade, avoiding damage will be done through a very short windowed counter or a block.

>Short range weapons like Daggers compensate for their range by being able to break a opponents block with a lot of very quick attacks and having a very short counter timer.

>Dark Messiah of Magic's Kick and Crysis's Grab n' Throw

>Magic is less focused on magic missle and more fun stuff. Can summon lots of skeletons, become a skeleton or transform your enemy into skeletons etc.

>spend all day making sprites
>put them in-game
>realize they're way too small

Zeno Clash has some fun melee combat.

youtube.com/watch?v=nR3k5rgAUT0

use a particle shader
or a geometry shader at least

also billboarding
save dat fps nigga

Can someone write a 1 sentence description of what a "stat" is?

They made their own engine. Their newer game, Inside, was made in Unity because the Limbo engine was only capable of doing monochromatic colors and they thought it was also just way more work than it was worth.

yes you fucking retard, overdraw is the bottleneck on alpha tested materials

Your character's attributes.

a measure of how strong you are in a certain discipline

I guess this doesn't cover when you have stats like "Luck"

at that scale just model the grass blades outright and don't waste perf on alpha, it'll be a lot cheaper

alpha is only cheaper when the amount of pixels to be tested are less than the amount of verts you would have with a full mesh. Such as in very dense, realistic or distant grass

>Spend time making a health bar
>Too tired to actually implement it

A stat is the amount a character has of a particular ability.

5 units of strength
4 units of defense
6 units of luck
etc.

Reminder that you literally cant write bad videogame music cause music is subjective and what is good or not is literally all up to opinion

t. industrial noise listener

Doesn't that mean you can't write bad video games period?

thanks

youtube.com/watch?v=Q-AQEPJ_KiA

whats the format?

You'd think that, but it turns out that all video games are bad.

I think noise is very enjoyable tbqh, I pretty much only dislike rapping.

Then I'm going to put rap in my game.

Thats actually good in a cheesy and corny sort of way. I mean at least it isnt Atonal

>got out of the shower feeling defeated and depressed
>realise I only slept 4 hours today

it's time to watch animes in bed good night aggydag I love you all

I have added bleh. If you suffer too much ouch, you will bleh.

Feels really wah
I hope you make some progress tomorrow user.

I don't know how long you spent animating that but let me tell you it was worth it

me in the middle

Hey that's really g-
>start screaming
I don't like it in my very subjective point of view and opinion sir.

Wah?

Only about 15 minutes lol. This one wasn't too bad. Not compared to the explosion the other night that took me 45 freaking minutes.