/agdg/ - Amateur Game Dev General

>Space Jam is over. Play games and leave feedback.
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:

poal.me/ojtspe
twitter.com/NSFWRedditGif

first for lewd jam

first for 'fell for the make your own engine' meme

2nd for lewd waifu

second for GLFW

Reposting because I posted in the thread before right after OP created a new thread.

I tried your equation and tweaked the values a bit, I guess it looks better now?

Thats a good idea, I might do that.

Make an object who reacts when colliding to your bullets or attacks, that reaction can be playing an animation and then instance_destroy, then make other objects with different sprites and make the first one the parent of those.

First for poll is still open

poal.me/ojtspe

Seems like more of an anti-meme to me. We do it in spite of others, not because of them. And I don't know about y'all, but I sure as fuck don't encourage others to go down this road.

>loli jam will never win
fuck you UK

reposting

I'm a bit new to Gamemaker, anybody know how I would go about making destructible tiles like in Metroid? Preferably a method where I don't need to make completely new objects for each unique tile.

To be more specific, I want to be able to apply this to multiple tile graphics and just place an object type underneath.

Remember that games with waifus are the best games

yep

you can use the tile-finding functions to remove the tile lying under the invisible object or make the invisible object create it's own tile and keep it's handle, so it can remove it later when it gets destroyed

How many stats are too many?

Jams should be based on mechanics and settings, not how well you can draw porn.

AND YEAH I'M SAYING THIS BECAUSE I CAN'T DRAW AND WOULDN'T BE ABLE TO JOIN A LEWD JAM

hey guys

What is CoC user?

That's still bullshit because I can't write.

Stealth Jam is the only real choice

Get into a collab group with an artist

Swiggety swooty!

Is this walk cycle okay?

You just have to be creative user. You could do all the lewd in text form or do some minimalist lewd with programmer art squares.
And there's always collaboration

I really should just go through and read up on all the Gamemaker functions, it would probably make this easier.

I think is too funky.

For a simple walk he has some pretty crazy arm movement. It looks like he's power walking or dancing or something

Here's a start-up animation to transition from standard pose to walk cycle.
Still lack a stopping/slowing down animation.

Is it suppose to be goofy? If so, then yes. I like it.

legs are too far forward for a hunched over dude
Arm closest to view moves too much

Aw shoot, nigguh

He is supposed to be "power-walking", though.
He's a hunched-over old guy, trying to move fast to fight evil.

Oh, that actually helps. Though the hand looks he's snapping with his thumb or something. It might look better if his hand was kept in a fist the whole time like the first swing of the transition.

With the length of that staff shouldn't it appear on the other side?

I hear ya'll, but I'd rather kill myself than go back to Paint to redraw this 16-frame animation right now.

Will have a look and see how I feel about it tomorrow.

Thoughts? Be honest. It's the protagonist of the monster stealth game:

Yeah, I just haven't drawn it yet.
Ran out of juice after drawing all day.

With a staff that big if he's supposed to be trying to move fast, wouldn't he be holding it horizontally with two hands? He holds it originally with both so it feels weird for him to stop doing so to walk.
The first reference for something like that I can think of is the Souls games, and in those whenever you two-hand a weapon you don't stop two handing when you move around. It just seems weird to me

I highly recommend you to just draw a stick figure that looks similar to the final look you want and work with it, then if it looks cool start painting and adding the rest of the sprite.

Looks very incomplete, and also like you don't have the skills to animate it.
You should probably lower the resolution considerably.

So we're doing lewd jam, right?

Basic construction rules area working, e.g. bodies can only go on grips and other bodies, mags only go on bodies, etc.

Next up is allowing rotation and transforming the drawing and collision-checking codes based on that angle. Y-yay....

of course baby

I'll be making a stealth game, I can't draw, I can't write so I'm not going to bother submitting a game I know people won't play.

You sound like someone who finally drew something nice and now you can't stop talking about it (you posted it dozens of times in /ic/ and gere) because you're afraid you'll never draw something as good as that

If he's supposed to be stealthy why would he ever wear bright red dots on his dull green suit.
Also it needs a lot more detail. Right now he just looks empty.

in unity is it really better to make a fake 2D game using 3D and orthographic camera or just use the 2D tools?

I can't draw lewd to save my life.

It has a too high resolution for what it is, also please read this www.kyrieru.com/p/this-first-part-will-cover-many-of.html?zx=32e0cdf8768543f1

ay baby u wan som video games?

1. Fixing the jaggies is low hanging fruit
2. The foot shape, especially his right foot, is very cartoonish. Make the bottom of his right foot touch the ground.
3. He's wearing footie pajamas. Separate the boots and hands.
4. Is that a hair or a helmet? Are those glasses?

You are mostly technically proficient at drawing a person's shape, but are failing badly at adding detail.

Is this Resonance of Fate?

I resized the image so you can see it better.

I spent a lot of time on deviantart and other places seeing sci-fi images but I can't think of a character that is simple, easy to animate, while still being pretty and original

I literally drew it today, m8.
The character design was made a while ago, and I've been making new animations for it since.
These things take time Especially when you're shit at animation.

I also consider my backgrounds to be much better than my sprites, in general.

Someone posted a screenshot of that yesterday, I'd never heard of that game before then. Looks neat! Were your customizations cosmetic in that game? Like, did the player character hold whatever contraption you put together? Cuz I'm doing it so you do wind up holding the entire mess you throw together

Using single-octave perlin2 noise seems to work much faster (down from 250ms to generate a region to 50ms), but the lag is still noticeable in realtime.

We know you resized it, but it's still very high res for a sprite. It's gonna be a ton of work if yous tick with that size, and honestly your pixel work isn't nearly clean enough to support sprites of thar res.
>I can't think of a character design that is simple, easy to animate, while still being pretty and original
That's because that's not gonna happen. Instead you should focus on selling the idea of a stealth sci-fi protagonist; look at various stealth games and note what details they have on (and don't have) their outfits.

No, they just affected the stats, whatever you made would just end up looking like the normal unmodded gun during fights.

You said that there is a buffer of 1 region on each side. As you walk through a region, you need to generate 3 to 5 new regions to maintain that buffer. Can you spread the work across the time you need to walk through a region?

Ah thats a shame

We're talking about the native resolution. We are not blind.
Either go vector art, or much MUCH lower resolution.

I asked in the old thread, can I get some help with this?

Hey guys, I'm deving a 2D RTS in Game Maker and I need to implement pathfinding.

Can I get any good place to start? Have in mind I'm not using cells, units have a circular base (see pic).

Is Boku pushing puzzle cubes to earlier parts of a level ok, but him falling kills him still passable and understandable?

I really didn't like the protagonist. I think you're right, it's too high resolution. Guess i'll draw a new one

It's not very intuitive. Is it because climbing up is a one-way through?

You could use a parent object for all of your breakable tiles, set their sprite with creation code (or an automatic autotiling system), and run your collision to check for the parent.

I odn't like it as it's a bit inconsistent, but it does open up a lot of level design possibilities... At least give the user better feedback that it was in fact fall damage he died to. But I can see myself getting frustrated by having to try a drop to see if I die to it, because I assume you don't die by falling down one step right? There's some arbitrary cutoff... I guess it's fine but it has a decently big drawback so make sure you gain enough from it in terms of level design.

What would break if boku could survive any fall to the ground? If nothing breaks, let boku survive.

To go further, boku dying because you made a silly input mistake and fell off the edge feels bad. What breaks if you respawn boku after falling off the edge?

Yeah. Haven't bothered to do that yet but I guess that's the next step.

is the stopping in mid air deliberate? i think it would look better if they spin while moving all in one continuous motion

The easiest way is to make a collission grid and use A* pathfinding. Otherwise you're going to have to come up with your own solution. For example: For 8 directions around your character, spawn a "shadow" of your character and see if it collides with something. If it doesn't, then spawn another shadow in 8 directions around that shadow. Repeat until you have a shadow that collides with the target, stop a branch when it collides with anything else. Note that this is O(n^2) (that means inefficient for big maps).

Pathfind mesh.

amateur voice actors are shit

Are they at least cheap?

It would seem more logical if he only died when he hit the ground

Boring first time progress, I've got a player character full of placeholder animations.

Next is making the shoot button actually shoot bullets instead of just flashing F I R E ! on your face.

not very.

>he doens't use his own voice for all the sounds in the game
pleb

I give up

Is lewd jam actually happening?

Can we just have two jams going for people that can't write/ draw porn/ actually care about games?

Is there something I'm missing here? This is supposed to be the script for throwing a fireball, its supposed to change the sprite, check for what frame its on, and if its the throwing frame, spawn the fireball.
Instead, the fireball "sometimes" spawns, despite me being able to see the exact frame it should spawn on, hence image speed being so low. I can't figure out what else could be preventing it, anyone?

I might try something. Nothing very lewd

Yes.

congrats bro you're level 2 now

You can have lewd mechanics without writing or drawing, like Pokemon breeding

I'm not making a porn game because I'm not a horny teenager / sexually deprived 40 year old man.

lewd jam is just a meme, it's not really going to happen.

JESUS CHRIST

JESUS FUCKING CHRIST

I SPENT THE WHOLE DAY ON THIS FUCKING CODE AND IT DOESN'T WORK

THE SCREEN IS JUST BLACK

AAAAAAAAAAAAAAAAAAAAAAAAAAAAH


function love.load()
solidstatic = {
ground = {x = 0,y = 160,width = 1000,height = 1000},
box = {x = 80,y = 100,width = 15,height = 15}
}

end


function love.draw()
for i,obj in ipairs(solidstatic) do
love.graphics.rectangle("fill",obj[x],obj[y],obj[width],obj[height])
end
end

Is that the entire script?

No.

>Pokemon is a porn game

Why are there brackets after image_speed?

For the magic part, yeah. Everything else is in separate scripts

Didnt you guys say the same thing about waifu jam? How can I know if you are actually telling the truth this time?

t. nodevs

are you calling the function in your main lmao

waifu jam was an annual jam before these normie jams even started happening.

Just don't do the jam you baby. You don't have to enter every single one

Check to see if the code itself is executing or if it's the instace_create that's having problems. Maybe the fireball is being created but somehow its position is being set somewhere else?
Just put something like show_message or show_debug_message to see if it's working first.

seems that guy is more sexually deprived than he thinks

I was just really looking forward to stealth jam tbqh ;~;

not 100% sure but try this


function love.draw()
for i,obj in ipairs(solidstatic) do
love.graphics.rectangle("fill",obj[i].x,obj[i].y,obj[i].width,obj[i].height)
end
end