/agdg/ - Amateur Game Dev General

No Edition Edition

>Current Game Jam (Space)
itch.io/jam/agdg-space-jam

>Next Demo Day (X)
itch.io/jam/agdg-demo-day-10

Helpful Links: tools.aggydaggy.com/# (Still in beta)
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg/
SoundCloud: soundcloud.com/groups/agdg-audiofriends

>Chats
steamcommunity.com/groups/vgamedevcrew
webchat.freenode.net/?channels=vidyadev

>Previous Demo Days
pastebin.com/X6fLvtzA

>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:

kongregate.com/games/ErikGames/count-the-sheep
twitter.com/NSFWRedditImage

more go

Have you ever actually finished a video game?

What if I'm not smart enough to make game?

I have not. Haven't even finished Pong because it's so boring to make.

Your statement misses the entire fucking point.

Java is not a bad language.

Java is a bad language for teaching programming. It has an obtuse overhead that does not exist in, for example, C++.

Yo me game's out give feedback
kongregate.com/games/ErikGames/count-the-sheep

can these fucking retards stop making 2 threads every single time

I have finished 3 but they are not available anymore because they died along with yoyogames sandbox. They were completely free though and babby's first game tier.

your walk cycle will never be this sassy.

gotta start the other directions now.

But yoyogames is not dead.

No posting game dev waifus, it's forbidden.

Sandbox is.

you accidentally(?) implemented the double bounce walk cycle richard williams describes

I love it

Are you scared of girls, user?

Anyone else get erect while working with pascal strings?

Looks like robocop

That didnt stop vine

Shield cancelling during uppercut shoots player upwards at high speed when timed just few frames after launching up in air. A feature or bug?

Reposting because old thread is ded.

I think that's too unintuitive to be a feature but I'd still leave it in

You should leave it in, but only in a post-game speed run mode.

I'd say leave it in, as long as it doesn't enable any severe sequence breaks. Speedrunners love this kind of shit.

first for language wars encourages nodeving

looks way too OP to leave it in unless you redesign the levels

A feature for players hardcore enough to discover it.

If you didn't code it that way, it's a bug. Who's to say there won't be a triple-jump or quad-jump when you add another ability to the game? Find out what the problem is first before making any judgments.

Running through the gibs from dead skeletons will jostle them around, which actually a bit useful, since unarmed skeletons will grab those bones and throw them at you, if they have no other option for weapons.

the levels in the demo wont be in final game. The layout will be similar but I'll make the stages less cramped. There also will be actual town and shit.

guys, help me im about to have a stroke.

What i want to do: spawn prefabs to an empty objects origin thats tied to the player, and also have the instentiated prefabs transfom to be the equal of the spawnpoint objects (so pick up and carry stuff basicaly)

How i want to do it: in the script thats on the prefabs, get a reference of the empty object that acts as teh spawnpoint, so i can get its transform.

My problem: the only way io can get a reference to the spawnpoint fi find it on every update call. it wont find it on awake, start (top right on pic), i cant pull it on manually in the inspector (top left), i cant make a "switch" to turn off searching it once its found... (bottom two tries with dfirent methods) , and it it drives me fucking NUTS.

Was anyone at the radius festival today?

As if we do anything other than watch Unity tutorials on Youtube and jerk off. Who the fuck actually devs here?

Is Unity worth learning for 2D games?

post agdg-tan

i have no clue what that is but it sounds fancy enough to put in the greenlight pitch.

my goal is to a make a somewhat human looking physics based gait.

Why not just make the prefab a child of the transform?

i-i do user, or at least try my hardest to

this is a very handsome video game

It's time to finish up half-done squad creation system
>1. leader's (you) background
>2. 5 soldiers
>3. starting bonus

let's be honest here, dev. no one will read the black text

What is the limit that prevents Pascal from being more commonly used, anyway?

because i want to be able to release it, and ultimately i could accomplis it numerous other was, but as far as i know it SHOULD work this way too, but i cant figure out why it isnt and its driving me up a wall.

speak for yourself, I like pointless flavor text

is it because of black text on red background or treated as useless by the gamer?

>actually using playmaker for something like this

why not just kill yourself now instead of 2 weeks into whatever your doing and save some time.

>mfw when the engine is drunk too.

Yesterday I implemented about a third of my reload/ammo mechanic.

I say "my", because it sure as fuck isn't standard.

You're handsome

>is it because of black text on red background
This one

Made Arikado's tree juicy. And trippy.

because if it's not about what makes my numbers go up or down it's just obscuring information about how my numbers are going up and down

okay, thanks - fixing this now

>torch inside the wall
how does this work exactly?

i did though

...

Arikado here. Still not my asset, made by my artist. You can follow his twitter @SouthCXC

I'm really digging all this stuff you all guys have made. Really motivates me (and hopefully everyone I'm working with) to work on my game really hard.

why did this game fail so bad agdg?

>22000 sales
>fail

Huh?

Ah, yeah.
He doesn't have a tumblr?

(Still Theonian, by the way)

>I'm really digging all this stuff you all guys have made. Really motivates me
Thanks, and great!
I'm looking forward to playing the full game some day!

Please tell me she was turned into a tree.

how long did it take for you to make this?
I really like the dark setting and i wanna make something like that too, is it hard learning to draw if you suck at it?

Teach me your game deving ways

If i understood correctly you want to spawn something and parent it to the player, so it moves around with him, like in webm releted.

If so, you're using a very roundabout (and expensive) way to do something simple.

is it better?

No.
Use a saturated red please.

put an almost black background rectangle behind the white text

any body know of any puzzle games with teleportation as a main game mechanic?
trying to get some ideas

Who millionaire here?

yea, i wanted to something like that, but i'm only just messing around with no goal and as a side effect figure out how stuff is made. That is why i cant get over as to why it wont work.

the swapper kinda counts.
You know portal.

>~6000 dls
>27 purchases

how does this happen?

...

Why doesn't one of the successful devs here actually teach the rest of us how to be good devs?

because bad devs are bad because they don't want to learn

Hoppo isn't a good dev though.

And you can't teach dev, you can only have opinions about why xyz are good/bad.

Step 1: Take the ~80 hours required to learn to make games.
Step 2: Apply your new skills for 900-1500 hours, making your game.
Step 3: Get lucky.

Which part do you want a lesson in?

well memed

What makes a dev good?

If you can teach someone to program you can teach someone to dev

Finally getting this fucker to swim around.

Damn dude, I really like that.

>a few days ago, finally get off my ass and start learning how to do game dev and pursue a dream of mine
>learn lua and pick up love
>everything's going smooth, even generate a few new game ideas along the way
>pick up dev again today and get stuck
>can't even figure out how to animate a triangle
i wish i wasn't so stupid

>1500 hours
sure, if you want to make a 2d platformer

>pay what you want
>ppl being cheap

Sometimes we get some anons who claim to be pro devs giving some decent advice, but there's no "global good game rule", it's all just a combination of thousands of little things that can't be taught in just a few posts.

Is there a good reference pic of agdg-tan? I want to try making her 3D model for fun.

1500 hours is one year of dedicated gamedev, though.
Its a perfectly reasonable period to make a game.

We warned you bro.

you're not stupid because you can't figure it out, you're stupid because you thought you could do learn it in a day

>Step 1: Take the ~80 hours required to learn to make games.

I've spent thousands of hours on modeling alone

Look for Mucky foot's interviews. They got only one successful game (startopia), and was a team made with former devs from Bullfrog. They made a lot of mistake during the development of startopia, and tried to warn other devs teams about it.
Cool guys, I hope they still got a job in the game industry.

Go crazy.

animating basic shapes is elementary level though. it shouldn't a difficult algorithm to breeze through

Walking uphill looks painfully slow.

Daily reminder that the only language you should make your game in is C

>What makes a dev good?
That's a difficult question to answer. I'd say part of it is having a good intuition for what works and what doesn't (in terms of gameplay, scope, aesthetic and general design), as well as an ability to uphold a high standard in one's work rather than just saying "eh, good enough" once the bare minimum has been accomplished for any given task. Commitment and passion are also important.

You greatly overestimate how much time you've spend modeling.
No, watching Youtube videos or browsing Veeky Forums with Blender opened doesn't count.

Yeah, I made it so uphill running is slower, but feedback has been pretty much unanimously that this should not be a thing, so its on my to-do-list to take that out.

This might sound retarded, but I think you are trying to access a local variable from a different method.

top right:
In the Start () method you are creating the local variable Grabcube. Then in the Update() method you are trying to access a variable that doesn't exist in said method.

You already declared the Grabcube variable, change your Start() to

void Start(){
Grabcube = GameObject.Find("grabcube");
}

>take the ~80 hours required to learn to make games
How did you learn that fast?

It should be trig based.
If the character can normally walk 1 meter to the left in 1 second.
If they approach a hill that is at a 30deg angle.
Then they should instead walk left by only .86 meter in 1 second (cos(30)) And up by .5 meter (sin(30)) in 1 second.
So in the end the character can only move, a maximum of 1 meter per second.

I thought it was slower because of the spooky skulls, you might it keep as a catacombs thing but not in every slope.

Nice projecting m8. Some of us can actually stay focused for a couple hours without needing to refresh /v/ or fap.

Genetics. If you can't learn to make games in 80 hours or less, sue your parents.