/agdg/ - Amateur Game Dev General

OLAS edition

>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:

soundcloud.com/jasozz/dungeon-break-demo-menu
youtube.com/watch?v=0BBJrJaH_wg
dungeonecology.tumblr.com/
youtube.com/watch?v=aVlycefSztM
twitter.com/SFWRedditGifs

New thread

bad hhread

Every
Fucking
Day
These fucks have been demolishing shit in my mouse
From 7am to 5pm, every day, for a full week now
I cant dev, I cant watch anything, just Overwatch, for the whole god damn week

Why do people get mad at funposting?

here's a lil' dev tip for you boys:

if you subtract a negative it's just like adding...

Water is wet.

>not creating your game with free, open-source, MIT/Creative Commons License software that respects your freedom and will never take a cent of your earnings

Take that back. Now.

r8

shut the hell up

Because open software is usually terrible and made by autistic aliens that make things differently just for the sake of being different (see: blender's UI).

Finally off of work. Time to keep plugging towards Demo Day! Got new menu music written last night, and a lite intro thing done as well. Now to get the journal functional and squash some bugs.

New menu music:
soundcloud.com/jasozz/dungeon-break-demo-menu

meh / 10

>random pixel noise

Well, you try, buddy.

Oh don't be such a baby. Blender becomes easy around 40 hours in.

You mean the blood on his mask?

Mask is too busy, make it smoother.

>These fucks have been demolishing shit in my mouse
>From 7am to 5pm, every day, for a full week now

functional, but don't spend much time on it

Cool, but let me see those control options

meant to quote other guy

>#epic
>#orchestral

Still pretty good user. Nice job.

That's some creepypasta shit user.

googoo dada i use pre-built engines

>aggydaggy
no(web)dev where the progress at

googoo dada i don't know how to real art so i use pixel """art"""

Sure thing. This is an older video, but the control screen looks the same at the moment. About to redo the font and such to make it match the new main menu.

youtube.com/watch?v=0BBJrJaH_wg

Delete this

Pretty polished. I think the zomies death cries should have some variation

Thanks! They do have about 3 different pitches that gives them some variation, but it would never hurt to record some new ones.

Phaser or Cocos2d-html5 or Melon-js?

googoo dada i give up

How is your ambitious project going, user?

>call a function in a script
>it doesn't execute in gameplay
>debugger gives vague error on said function call
>erase the line and rewrite it word-for-fucking-word
>it magically works now

Godot really pisses me off sometimes

i count up to ten random pixels

It's running very well with a good framerate inside of my own head

What do you guys use to record webms?

Seems like a lot of work for me to record with FRAPS or Shadowplay, import into Premiere, and save as a webm.

the absolute madman

I use OBS for recording and Premiere for cutting editing, but I see alot of people here use WebM for Retards for quick conversions. Not sure what functionality it has for editing in/out points.

It will live on in the .txt until I'm not a complete hack.

Good. How's the """"mobile"""" """"market"""" """"treating"""" (You)?

>What do you guys use to record webms?

I record with OBS as .MP4, then go into VLC and convert it to .webm (with sound disabled, else you cant post them here). I output it as .MP4 in OBS because outputing as .FLV as the default gives me video issues when I convert to .webm in VLC.

We told you not to fall for the shilling.

Eh. It's quite nice when it isn't crashing on every little null pointer exception or just having weird errors.

>it's quite nice when it's not being shit
yeah I guess.

>crashing on every little null pointer exception or just having weird errors.
Godot is a meme

So if I'm making a relatively low poly model (about 7500 polys) would I need to make a point of modeling out the musculature or could I get away with "bendy straw"ing it??

Is that better?

I pipe the screen data directly to ffmpeg.

Fraps/obs then ffmpeg

just get rid of the blood or up your resolution.

Unless you are already knee-deep I'd consider switching. Seems like Godot lacks error indetification and reliability.

>removed the good part of the mask
>kept the noisy blood speks

Why is 3D modeling so hard

It isn't.

Texturing is mad gay though

>lightweight
>easy to use but powerful
>popular and proven
>robust debugging
>pixel perfection
Why do you guys meme about GM again?

I'm BALLS DEEP in this engine. I'll just tough it out until the big fall update. Unless it breaks my game in which case I'll abandon ship

Texture it.

If 3D modeling is too hard for you, maybe you should try to do something as braindead as That seems right up your alley, mate. No talent required.

Why can't we all just get along

>Unless it breaks my game in which case I'll abandon ship

How would the update not break several things if not most of your project?

That's why I like libraries.

I... what? That doesn't answer my question about topology.

because that's no fun

You can select where the output starts/stops with Trim function

>easy to use
>popular and proven
That's why probably, but similar things could be said about all engines.

These fellas are quite intense already to fight even without soundeffects,

Because people here always try to defend their own waifu-engine, it's some kind of eternal war.

Did people like the side view platforming parts of the old Zelda games?

So I finally got the disguise system working. So far it doesn't do anything but I'm happy to have it there after hours of troubleshooting dumb little problems. Also have it set up to easily add and switch disguises.

Now I have to learn to code AI for the very first time.

Sorry it's my first game

Thanks guys.

Getting ready for D-Day.
When the purple snakes hit the sphere, the game is over

Can you guys please answer my question please?

I don't even like zelda.
There

No, but I don't like any 2D platformers

>>lightweight
>>easy to use but powerful
>>popular and proven
>>robust debugging
>>pixel perfection
>Why do you guys meme about GM again?

Probably because game maker uses its own scripting language and isn't "real" coding.

Game maker is great. It's easy as fuck to get some really basic shit down fast and working in

You try Battleblock?
I really liked it.

If you refer to Link's Awakening, it was pretty cute, though not well-developed. Zelda 2 was complete trash

This creature has clearly evolved past giving any fucks about its own fitness, and I shouldn't shame it based on its lifestyle choices.
It's a goddamn evolutionary dead-end though, even after 800 generations.

Also, I made a tumblr: dungeonecology.tumblr.com/

>spend all day working on thing
>a much better and easier way to do thing pops up in my head

tell me about it, user, I'm curious

>tfw you start to replace your placeholder art for near-final assets
When do you replace your shitty placeholders? Once the game is complete, or as soon as its playable?

Depends on how important the graphics are for the game.

sometimes making your game pretty can be a good confidence boost

I lied.

Released cute 2D or free 3D girl yet?

Yeah I think you gotta work on all aspects almost in tandem.

Get the core working.
Get some graphics to make it feel more like a game.
Get more in depth mechanics working
Maybe completely finish one asset (usually player character)
More in depth mechanics
Finish another
etc.

Or you could just use programmer art until the very end, then finish up on graphics.

I personally like getting some stuff looking really good while others stay placeholders until the end.

>Get the core working
Easy
>Get more in depth mechanics working
Easy
>More in depth mechanics working
Easy

>Get some graphics
Abandoned.

Just texture it, jesus man

Isn't that just a learning experience?

Texture it.

idle clicker rpg city building trading card game

I removed SFML's framerate limit on my window and game just keeps running thourgh game loop doing nothing, taking 1 core to it's fullest

Hi, it's the game who had problem with the clown tutorial on GM in the last thread.
Yep, I'm still not sleeping, but I found the solution to my problem :
youtube.com/watch?v=aVlycefSztM
It was so fucking simple it's embarassing.

Just an announcement to anyone who is interested /following my progress and hoping for space jam:

I had to visit my relatives for some reason and i don't have access to my regular workstation (posting from my tablet) and I won't return to my regular workstation in for about two weeks and continue my work, so I am very sorry to say my participation in space jam has been canceled.

So, user who had a problem getting Visual Studio to work, I figured it out, for anyone who cares.

I watched the install with both process monitor and process explorer, it turns out it's installing the redistributables incorrectly, and then when it tries to access them, it fails. The solution is to uninstall them all, and VS 2015, and install the stand alone redistributable, both the x86 and x64 version.

*Hi, it's the guy who had problems
(I'm tired)

I'm 30% of the way to the top 100 after exactly one day of being on steam greenlight. I think It's gonna work.

I have 40% yes and 60% no though. The average is 60% yes but I guess if I get in the top 100 with a shitty percentage it probably won't matter.

if you are working with an artist make sure (no matter how experienced they are)
that all the assets they are making are to scale and work well within your game, otherwise they will have done a shit ton of work for nothing

>Spend all day trying to do something on gamemaker
>Is actually more easy and functional if you just do it with the D&D

Enjoy the free marketing the redditors and tumblerettes will give you once it gains more traction.