/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/
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:

soundcloud.com/connor-ort-linning-wip/broderskap-1?in=connor-ort-linning-wip/sets/towards-the-pantheon-demos
youtube.com/watch?v=I0xUl_VRCmM
rainymood.com/watch?v=luQhmZmpq78
youtube.com/watch?v=w1EJXCl7hLQ
jcs.itch.io/vampires-bit-demo
imgur.com/gallery/gdQeh
twitter.com/NSFWRedditVideo

How do you guys figure out how to code something specific if you have no idea what to do? For example I want to make a timed turn-based game but I can't find shit online that explains it so what do?

>C++
Rust.

Background will be fake 3D, too lazy to open up blender. I think some old 2D shmups did this.

Reposting from last thread

Just made a rough soundtrack demo for my RPG, appreciate any comments/criticism
soundcloud.com/connor-ort-linning-wip/broderskap-1?in=connor-ort-linning-wip/sets/towards-the-pantheon-demos

l usually make a scheme on paper before starting to program, something like an algorithm

What's on your screen /agdg/?
What are you working on?

the godfather part 2

make the background of the sword bullets transparent

>What's on your screen /agdg/?

this thread, baka

but right now I'm doodling character concepts with a 5 minute timer

Divide and conquer. Of course you're not going to find anything useful by googling "how make timed turn based game" because that's incredibly vague. Break it down and solve its constituents.

Still trying to decide how I'm going to handle enemy spawning and level scrolling in my shmup.

I just finished the combat system for my RPG, it's pretty simple but it works.

post dev music

youtube.com/watch?v=I0xUl_VRCmM

Fixed

Much better now

How did you make the background?

Exact same way you do parallax backgrounds in platformers fampai except you draw the same sprite and make it smaller the farther it is.

Not even expensive to render since you can just batch draw them.

Didnt realize the other thread was dead.

First animation I ever did. We atari now.

Contrast Shader for Bokube part 2

Testing ideas for this guy's ult

Do you realize your Black_Man.gif is white?

Any good engine for a trading card game?

dude, what the fuck.

hes running from a black man

It was because I wasn't going to do colour and just have it be a silhouette.

I gotta hand it to ya, that's a cool move

stop this, you're making it worse, do the exact opposite, make the areas around stuff brighter and have less contrast, please

not sure if bokube desperately trying new ideas or if extremely high quality shitposting

I can't really tell what's going on but I'm impressed by the fact agdg fighter still exists

#th for #all3Dmodelsarebeautiful

Learning Python

Working on a contrast shader trying to keep tweaking its values until it look good.

Just trying to post progress on the shader until I get it right.

>IQ of 140
>PhD in CS from MIT
>Intensive training has rewarded me with a 9"x5.5" cock
>Can fuck my Fleshlight Stamina with a vibrator in my ass for literally 2 hours without cumming
>Can shoot my load 6 feet
>Fluent in French, Japanese, Russian and Italian
Am I truly master race?

evil alien (so spooky)

actually is ROBOT :O

>vibrator in my ass
>master race

But where's your game?

Here's a screencap.

I look forward to playing your game on demo day Anonymous.
I know you're working very hard to finish it on time.

rainymood.com/watch?v=luQhmZmpq78

How do you do 3d transparency? Thinking like world of warcraft or whatever. Is this anything fancy or are they just rendering these effects to a texture and blending them to the main framebuffer sorted by distance?

Nigga wat, those just look like particles to me.

I'm afraid that game is dead as fuck. I just drew the bunny for the thread a few days ago and decided to use her as a test enemy for variety, but she's just a reskinned ancient version of the templar.

ayy

>3d transparency

???

I mean, yes, you generally draw back-to-front, but you don't need to render to a texture or anything.

Map system is now in.

I still need to fix swimming because it's currently fucking awful.

DELETE THIS

I'm thinking about my game

give me a jewd game idea

I wonder what gogem is up to right now

Maybe he finally got a job

You find cute sexy girls but they are stuck inside chests and you have to buy keys to free them.
The sexier the girl is, the more clothing she wears too and you have to buy keys to remove them.
The sexiest girls wear burkas.

Baroque

>give me a jewd game idea
Citybuilder/strategy game. You play as a Jew, ruling the world. You have to keep the goyim in check.

or maybe he finally did it

>You will never make music like this
youtube.com/watch?v=w1EJXCl7hLQ

Game Name: Spin/Flip (working title)
Dev Name: N/A
Tools Used: C++ and SDL2
Website(s): N/A
Progress:
+Added Arena mode
+Added gamepad support
+Fixed backgrounds that hurt some people's eyes
+Fixed options menu

Adjusting F.E.I to look better with her cel shader effects.Trying to polish 6 characters off by the end of August is a hard task but it'll be worth it.

She's cute!

...

is this an MMO? how big is your team?

Finished a good game?

I think getting a job is more likely.

NO, definitely not an MMO - This is a small action fighter, we're focusing on 6 character multiplayer fighter demo. ( Multiplayer works, damage output/dodge/defense/hp/ep ) and characters are in, animation and fx are in work ) 2 person team.

How are they making the whole model transparent without rendering to a separate target and applying it?

Pretty darn good user. I like the flute that comes in in the beginning but it's a little quiet. And not sure what that bassy sound is that comes in with the pizzicato but it's a little boomy.
Really nice song. It's evocative.

Second track is nice too as an ambient piece. I might cut the mids just a tad. That might get a little annoying to listen to if it's going to be playing for like an hour though.

Third track RIP'd my speakers. What are you doing user.

...

Vertex colors can have an alpha channel user

It look like a really shitty SSAO effect.

lel

Meant for

Elf kick

That raises a good point, I think it was hard to tell stuff apart because there's no AO. AO adds a lot to depth perception, unless it's shitty and broken like in your image.

Just changing the alpha to be less than 1.0 causes it to blend with anything behind it. It works if you have no back-facing or concave tris that you've drawn beforehand, but that's not exactly something I can do on the go. I'm basically wondering how other people usually go about it.

I'm made a generic goomba enemy, now I just need to implement lives.

pls do the art for my game

What are the benefits of sprite batching?
When should I start to take it into consideration?

I think your game has always had too much post-process user. Adding more isn't the way to fix it.

Unless you're nearly finished I would turn that stuff off and focus on the gameplay anyways.

Is there going to be a map editor? Can I make levels for you?

Performance
When you need more performance

Fuck. What was that technique that was an alternative to textures to avoid getting blurry when really close to the 3D object? I completely forgot what it was called.

Procedural textures?

It's much faster.

You should do it whenever you can, really.

You at least should be doing it for things were you're drawing lots of stuff in a group, like the game's tiles, for example.

Mip mapping with a high res texture?

What's sprite batching?

I think you need to come up with a proper visual effect because just turning the whole screen white is pretty disorienting.

That's pretty funny though.

>tfw you have no idea how to implement tutorials, other then throwing shitton of text at the player.

A way to increase performance by reducing draw calls and texture binds

Game Name: Frogs Life
Dev Name: Nasty Old Wizard
Tools Used: GM:S
Website(s): /agdg/
Progress:
+Rid of mixels
-Which now causes screen tear
+Fishing
+Dialogue boxes
+Multiple new NPC's
+4 directional dirt tilling
+Sound shit
+new, non-blurry font.

>When should I start to take it into consideration?
All the time.
Common cases where you'll normally use it:
Any tile maps
Bullet hell games
Anything else that requires drawing many many copies of the same sprite or set of sprites that share a sprite sheet/texture.

...

I don't mind helping people when they have problems but holy shit use google

All these posts have officially removed shaders and fog from the game forever.

Shaders, camera effects, fog (unless fog is apart of a raining scene/weather scene that calls for it) all banned from this game now.

You can compare with the shaders, fog, and camera effects on the left, vs nothing on the right.

Hope you're happy Agdg. I am just hoping I don't get another person begging for those effects again to throw me off..

I see. It's just that SFML has a really hack-y way of implementing it so I don't really want to tackle it right now.
I will look into it after I actually have a game.

Sending a lot of sprites to be drawn at the same time to the GPU. Modern GPUs work better doing huge calculations with a lot of triangles, so it's better to do it than to let them draw every single sprite individually.

Game Name: Vampire's Bit
Dev Name: Vampiredev (JCS)
Tools Used: Game Maker, Photoshop
Website(s): jcs.itch.io/vampires-bit-demo
Progress:
+ Finished and added the new title screen.
+ Remade Hunter's AI from scratch.
+ Added a small "demo" screen.
+ Fixing bugs, cleaning and optimizing code and resources.
- Lost a lot of time on the previous Hunter's AI.
- Still haven't finished website nor promotional art.

RIP Recap Guy

I definitely agree with that choice. Your game has a very clean aesthetic, play off of that rather than muddying it up.

Sprite batching actually has little to do with the GPU, it's all about reducing CPU overhead

Her arms look like sticks but otherwise that looks really great.

>I see. It's just that SFML has a really hack-y way of implementing it so I don't really want to tackle it right now.
No it doesn't.SFML 2.0+ offers vertex arrays, which is literally all you need to batch since that's what it is.

You need to make your own sprite batch class if you want something like what XNA does, it's not complicated.

>throw on some random shaders, don't even try to tweak them
>all you needed was simple contrast
>wonder why it looks bad, get mad at the people giving feedback

you still have a nice game but I'm starting to think you're retarded

looks way better with nothing

>imgur.com/gallery/gdQeh
>guy working at walmart gets offered a gamedev job
>you're still a nodev
explain yourself

>starting