/agdg/ - Amateur Game Dev General

How Cute 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, as if that's an excuse)
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg/
SoundCloud: soundcloud.com/groups/agdg-audiofriends

>Previous Demo Days
pastebin.com/X6fLvtzA

>Previous Jams
pastebin.com/hVhvNWLw

>Chats
discord.gg/chquY2e
steamcommunity.com/groups/vgamedevcrew
webchat.freenode.net/?channels=vidyadev

>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=p5g61ENFhKA
pastebin.com/nGDcfmcq
twitter.com/NSFWRedditImage

this is the collision system we're using
if two planets (black dots) are in the smae orbit, both bounce to neighboring orbits.

added this doggy with a projectile
combined with other cannon fodder it can be quite a threat, behavior of enemy stuff needs some fine-tuning still though

What's a good never before used setting for a Metroidvania?

ISIS Metroidvania

also
youtube.com/watch?v=p5g61ENFhKA

Why doesn't your game have zombies?

My game is meant to be played with a gamepad, but it will not have gamepad support.

Neat. What is the game about?

I mean just a laid back open source project that anyone can contribute to. Maybe an IRC channel to create some sort of community around it to keep people interested. I'm getting bored of working on stuff on my own and creating anything by myself takes forever.

Holy shit, is this manga following me or what?
I get it. I will read it.

> compiler doesn't recognize 0x40 REEE
well that's OK i'll just delete all of them and comment out the # error part and pray

Because I know if I introduced zombies I'd force my transformation fetish down the player throat.

>Slow, body horror rich infestation/zombification process
>Guy gets bit by girl zombie
>He turns into a girl zombie

set it in a world of European folklore

...

I want to add gamepad support to my game but I only have a generic usb gamepad so I can't test how it works with a good one.

How do I use an antrophomorphic protagonist without attracting furries?

A highschool.

Looks intense, but may I ask why does the blue bullets follow the dogs? It looks like you don't have to aim.

I'll get back to work after I conquer the stars as Vasari.

I always hated x-tans.

Same.

Sly Cooper never attracted too many furries, did he?

I want to add gamepad support, but I'm too dumb to figure out how to make it work alongside keyboard controls.

Is using XML-files or other file for storing information about creatures and environment a good idea?

I want to make games where bots fight other bots without minimal human intervention beyond betting.

something like saltybet.

anyone here interested?

Not really but no one is stopping you.

interested in what?

I think yes. You skip compiling times, so it's easy to test changes, and XML and JSON is just so good for storing data.

Using dodge replenishes your missiles now to speed up the gameplay. It feel pretty fluid, need to adjust the speed of the torpedo though.

I think you'll need to accept that if you want an anthropomorphic protagonist.

a non fighting game saltybet clone.

Now I just realized my game doesn't have gamepad support
I don't even think my control scheme would work with a gamepad
JUST

Very carefully

so its not a game.

Its a gambling app.

Those effects look fucking awesome.

Embrace the faggots and take their money. Furries love spending money.

Run little ones, run!

Please make the final boss battle an epic battle vs. a bigger boulder.

saltybet is still a videogame user.

let's not argue about irrelevant semantics pls.

Why would you do that to them

Yes, that's what I'm after. On the other side I need to think of another way of getting the creatures into the game as I can't use specialised classes and instead I have to rely on names or ids.
I'll figure out something and if the project is too small then I see no reason in using external datasheets.

Hmm, that could be cool. And you have to collide with it in it's weak point or something?

Boulders have no sense of compassion.

planetary pong for space jam.
planets are magnetic or have gravity

>Hmm, that could be cool. And you have to collide with it in it's weak point or something?

You have to believe in yourself and overcome your inadequacies.

Also your friends all believe in you and channel you their energies.

>implying this is bad

Not yet, but I'll make it today.

Do you use any reference for these juicy effects?

Also, how do you make those nebulas spark?

Hey, sounds fun. Keep it up user.

What if there's a certain enemy in the vector that I want to always render, even if he's off the screen?

I recognise those things

Quick question:

Should I give one of my female characters three breasts or nah?

thanks
the webm shows a homing weapon pickup
it allows the player to deal a steady stream of damage while dodging the hazards
due to the fact that bullets automatically aim at nearest available target, it makes dealing with enemies attacking from distance tad more difficult; also the bullets are launched further away from the character, making close encounters more chaotic too

Is she a human or something else?

human. She'll be the first non-optional character the player encounters.

So what do you guys reccomend for a newcommer to start with?

I just downloaded Game Maker and made a moving ghost, it felt good to be able to see results after just a few minutes.

Thanks user!
Yeah those explosions are actually based off of some sprite explosions from the free marketplace. Simply recolored it and added loads of particles.
The sparking nebula is just an object with an animated sprite set at a random interval to make it seem dynamic.
Your game looks really original! Can't wait to play it.

Stay with two nice boobies.

really nice aesthetic, user

keep iterating. You can do a lot with GM. As long as you keep going at it. If you're really new, stick to something really simple. Work your way into more complicated stuff, becauyse that requires more time and focus.

Unless you're already used to working crazy hard, in which case, go nuts.

So I would like to implement a Logger for my game. One, ideally, which could write to an in-game dev console (which will double as a means for editing the game during runtime). But Loggers can write to a variety of places (the first that come to mind are the console, the in-game console, and files).

I've come up with an idea to create an interface for each type of Log and have a main Logger class use that to write its logs wherever the Log itself decides.

example code given: pastebin.com/nGDcfmcq

How does this sound? Viable?
I'm attempting to write my engine as loosely-coupled as possible, which is a hard exercise for me.

>not making a UI game that only needs left and right click and can be adapted to android/ios for even more bux

never gonna make it

I had a game idea that would have cpu v cpu fights in it.

Way, way, way too fucking difficult without going the super pleb way of turn based wankery

What motivates you, AGDG?

A combination of having nothing else to do and my desire to be able to say that I've made a video game.

I use GM for everything that isn't 3D

It's a really good tool when you learn it

I'm far enough along that I can start on the first campaign mission. Got a bunch of the movement, effects, dialogue and all that in, but now I've gotta start designing characters, which I suck at. Any good guides or suggestions on how to model hair?

That's a pretty cool idea. Keep it up.

Being sure in the knowledge that I am better than more accomplished game developers, and all that I need to do is finish

Looks pretty dark user.

Would be a fun racing game. Hitting shit slows you down, path is (more) clear for the people in last place to catch up.

thank you for the help!

Ive always wanted to make a game and i have this Awesome game ive been planning to do.
i have planned the game for years so i know exactly what i want but never started actually learning how to make games.
im planning on making small mini projects that is related to what i want to make and i hope i can learn enough in a year to acctually start working on the real thing.

There's an area I want to move to that has 2 bedroom houses for 90,000 bongs and it's surrounded by comfy countryside

My motivation is selling 30,000 copies 10.99 yankees so I can buy one and have a little left over for the furniture

Nothing. I have no motivation. I have depression instead. Yay me.

That I can make progress without getting stuck for days on one problem.

>i have this Awesome game ive been planning to do
oh, how I know the feeling.

Just make sure you meet the requirements before embarking on that.

Stick with GM. its infuriating at first especially if you have a background in OOP but it's a lot more powerful than people think it is

I want to make the next CoC.

Break your game into mini projects (which is what you should be doing anyway) and make it that way

Learning how to do new shit is really fun and I have nothing better to do.

I was playing this porn strategy game that reminds me alot of romacne of the three kingdoms.

after cucking one of my underlings I started thinking this game would be perfect if it's gameplay had a bit more depth

>Huge boulder
>Hitting makes you slow down
What a shitty idea. You must carve your way of destruction.

I am motivated by making the world around me a slightly better place for others by taking care of the little things, but it has become painfully obvious over the past couple of years that it is simply not worth it and will never ever be appreciated so i dont do a whole lot of anything other than shitposting anymore

I don't like to work for other people and I don't want to become a hobo

>modelling EMR at the subatomic level
Man your game is going to be awesome when it comes out

Getting a new job has re-kindled my passion for programming games. They help each other, as I get better at programming while working on either one of them.

use pictures or animations or whatever. CoC was great, but text gets kinda dull after the first 300 hours.

So my game is made for local 1 screen gameplay. How hard would it be to implement networking to get it working online?

the anatomy/shading in this picture is fucking with my head something fierce

>release watered down version of game lacking the majority of features you wanted
>use profits to continue working on game and release the 'true version'

I was going to ask if this is a good idea then realized this is basically early access

My wageslave job, my $22k in student debt, and the gamedev degree that got me here.

What are you working on today?

>the roll a ball unity tutorial with some extra asset store content tossed in

wew

That would require drawing hundreds of pictures to cater to every scenario, and the point of the text is your imagination, and would kill peoples boners if what they're imagining is nothing like the picture you have

graphics.

same

>gamedev degree

have you build your game with networking in mind?
not that hard
have you build your game without networking in mind?
you might be fucked m8

Do a 2D sketch first before you start

With early access, is there ever that big cash injection?

Imagine it's just tiny purchases here and there and you'll never earn any proper money

That's assuming your game is good of cous.e

bump

That's fucking sexy!
Those explosions seem out of place a little though, and I can't place my finger on why.

obviously that would be overkill. But at least a pic per character that you interact with, no?

I've been slacking for weeeeeeeeeeeks

yeah i was too distracted by the THICC to notice it before but thanks for ruining that image for me dude