/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

>Next Game Jam (Lewd -- Blueboard rules still apply)
itch.io/jam/lewd-jam-2016


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:

glitchthegame.com/
boards.fireden.net/vg/search/tripcode/!ROtaTe.Z.Q/page/15/
boards.fireden.net/vg/search/tripcode/!ROtaTe.Z.Q/page/13/
twitter.com/AnonBabble

You can do it

F-FUCK

Demo Day?

>stealth jam has been completely pushed out
>discord listed on top of other chats now
What is this?

HARD WORK
GUTS

Best way to do an enormous background in Gamemaker? The room is 3000x10000, so one large image is out.

Daily reminder games with waifus are the best games!

I'm guessing it's split up into smaller rooms like a Metroid game? In that case, use large tiles.

Same way you do it in any other engine, split giant rooms into smaller sections.

If it's tile based you don't even need to split anything, just render the tiles you see on the screen.

I will post lewd progress before the next thread.

Elevator pitch for your game. Go!

You can summarize your game and its appeal in a short description....right user?

think im gonna go with this one

Cryamore has been running for a few months longer. The campaign in February 2013. Of course, now that they're backed by Atlus I think they pretty much have to finish.

That man has some tiny ass legs

How bad of an idea is it to livestream game dev? Both as a means of keeping yourself accountable to a schedule and talking through ideas? Twitch has a section for creative, and I think game dev would fall under it. Likely you would get next to no viewers, but talking out ideas with an even imaginary audience seems helpful.

Does this seem like a colossally bad idea?

Better than having a tiny-ass dick.

Some people actually do that, I'd think it'd be helpful for people starting out if you narrate what you're trying to do

Its not a bunch of tiled rooms unfortunately, and I can't really go that route without changing the game up a lot. Im going to try just drawing a surface the size of the screen with the colour set according to y position, and use tiles for all the detail. Hopefully that works.

Don't expect much of an audience and you'll be alright. Also don't use pirated software or do anything stupid on steam because someone is recording it.

Depends on your taste in music
I often leave streams open just because they have a good playlist.

Personally I'd only do it after you have a little following to maintain at least like 5 viewers, streaming to 1 or 0 people sounds like it'd be demotivating as hell.

quick, post useless features that would make you feel good

Looks like CryTek is actually trying to make a usable game engine.

>don't use pirated software
But that's everything.

I've done it before, it's pretty nice to talk to people as you work. Just think of it as a marketing scheme to get more people into your project.

quit getting us to make your game. fuck. just like make game.

You can use pirated software just not on stream. You don't want to end up like RandomRambo do you?

My thought process is split it into two separate "shows" on the same channel. Alternate between streaming games and making games. While this will probably split your viewership I know a lot of people watch streams solely for the purpose of someone's voice.

I do get the idea of needing a proper sound track. Music is always important to set the mood while deving.

I am unsure what constitutes "something stupid on steam".

You are not allowed to use them in the final build
t.Cryanon

Another shitty mobile game is pretty much complete.
Now I have to learn how to publish them and prototype that other idea for a mobile game I've had for some time and go back full time to my main games until Lewd Jam.

Looks like shit. I'm going to have it deleted. Don't come back.

Just let your viewers build a music playlist for you and don't burn the house down

ah yes, the old "false flag and delete own post" trick, very clever

...

Yeah. but then I wouldn't be able to stream anything interesting. Art, music dev, etc. Besides, I've been watching artists stream for years and sincerely doubt even 10% of them have purchased Photoshop. Even if Adobe got buried in emails about it, it's more than likely that they wouldn't do shit.
>RandomRambo
I don't know who that is.

You underestimate how lonely a lot of people are. A lot of folks are just desperate for a human voice in the back ground for what ever reason. An aesthetically pleasing voice is probably one of the most important things to a streamer.

>all of his programs are pirated

good luck pal

Good to see the blacklist is still in effect.

Who /mediocre/ here?
>can code, but just a little bit
>can model, but just a little bit
>can draw, but just a little bit
>can't write for shit
>can't into music at all
If I got into a team I'd be useless, so I'm stuck with being 1MA for life.

but there are many alternatives to commercial softwate, user

for example I have done all my pixelmeh stuff in GIMP and I don't feel like I am missing anything

just make like code, any autist can code

a person like that is called a designer in big dev teams

Practice, that's what you need.

I can do thing, code and write. Coding took 4 years of schooling and endless personal practice. Writing took finishing the manuscripts of three novels.

Everything else just needs more practice.

It is also better to specialize than to generalize. Singular great aspects of a game with mediocre other aspects make for a better game than many a bit above mediocre aspects. Appeal to those who favor a particular aspect, being sound direction, art direction, gameplay, writing, or otherwise.

Don't worry pal, we'll all make it.

One of the nicest in-game experiences I've had was on the browser MMO Glitch. It had a chat function, but the bizarre thing was that it was the most chill, easy-going chat I've ever been to. I spent hours just talking to people and trading with them and encountered maybe one troll in months. The whole game itself was just so fucking relaxed.

Of course, it got shut down after a while. The assets (both art and code) were released into the public domain, though: glitchthegame.com/

This has nothing to do with what you can implement for your specific game, but I was just reminded of it and remembered the assets were free to use.

>stuck with being 1MA for life.
>stuck
>1MAster race
you could always unlearn how to make games i suppose if you hate it so bad.

Well, my engine isn't, and that's likely the only one that would/can ever be checked.

>GIMP

Nope.

combine all that mediocrity to make the best game you can at the moment

then repeat. you will get better over time

try specializing in one thing then use others peoples work to prop yours up

Same here. Unfortunately, being a jack-of-all-trades, master of none kind of fucks you over when you're looking for a job. "I can wear multiple hats, but none of them fashionably" isn't what most companies want to hear, understandably.

>singular great aspects are better than all round above average aspects

this is the single reason why undertale made it so big. crappy boring gimmicky pixelshit game, but with good writing and fantastic music made it a memorable emotional experience even if it wasn't much to look at

Time to specialize senpai

To the guy who helped me with the gizmo: It finally works as expected, thank you.

Now, next problem: Anyone know how I can expose an event that happens whenever the camera or the hand controller moves? Tick isn't "quick" enough so the effect lags behind.

That's still better than being /shitcore/
>80% of my code is pretty much straight from youtube tutorials
>15% are just the glue that keeps the pile of shit together
>5% original code do no steal
>no artistic talent whatsoever

and i made this game too

look at the bright side.

You guys are prime and ready to make the next Undertale.

Have you tried changing the tick group?

how many friends do you have falseflagger.

it seems counterproductive to post like a person whose posts you hate

and now i am making this game.
cmon i am seriously the best engine dev and game dev here so please stop hating >___<
if you want proof i am a good dev you can look at my tumblr it is
rotationdev.tumblr.com
kbye

stop bullying me danny

Shittiest false-flagging this year I think.

Fuck specializing, any of the artistic skills (drawing, composing, writing) takes a lifetime of dedication to get to a remarkable level. Coding is only worth specializing if you really fucking love to code and want to do it all day every day. Better to do a little bit of everything yourself and work on your own project than be a specialist trying to convince people to let you work on theirs.

Of course your game will be shit if you do it this way, but you're screwed either way.

Blacklisted. Stop dodging.

What would you guys say is the best free engine for making 2D games?

I made a couple test projects in UE4 that worked okay enough, mostly because of the appeal of the Blueprint system and not having to touch any code lines.

But nearly everything I see on forums and google searches calls Paper2D in Unreal a joke, that's lacking in features and ease of use compared to engines like Unity or Gamemaker. (And that I'd be better served in the long run by learning code, rather than relying on blueprints). Is there truth to that, or am I being memed?

Helped abit, but not as much as i'd like, problem being that the controllers/view due to it being VR gets updated after everything.

you are so mentally ill it's hilarious

>UE4 for 2D
Gamemaker of course. There are a few others too but can't go wrong with what works.

gamemaker

>What would you guys say is the best free engine for making 2D games?
Unity, unless you plan on making more than 100k

i said stop bullying me danny i am not mentally ill
anyone can go to my tumblr and see i am not mentally ill
my tumblr is rotationdev.tumblr.com


no you are black listed. leave my posts alone danny.

Can you romance any soldier?
Rude

2D in both Unity and UE look like an afterthought they only support to lure in beginners who don't want to start straight with 3D. I'm going with Godot.

Lua w/ Love2D+extensions

real yukizini here.
please ignore the imposters.

that doesn't even look like my posts
these are my posts
read all 15 pages
boards.fireden.net/vg/search/tripcode/!ROtaTe.Z.Q/page/15/

kbye im leaving
which as usual means i will be back because i never actually leave agdg
ever
kbye

Would a hacking game be more fun set in the real world or aboard a spaceship?

>problem being that the controllers/view due to it being VR gets updated after everything
You might be fucked, aside from modifying the source code.

Can someone explain to me why there is so much rotate falseflagging?
I haven't been to agdg in a while now and this shit is completely new to me. I know about the drama but why all the impostor shitposting?

the nice thing about a hacking game is that your screen is actually your screen, so it can be set anywhere.

a hacking game set in a near future spaceship or satellite would be cool. you could time the orbits so that some computers weren't always accessible.

people are bored and miss the drama

it is danny
look at all my posts and you will see how much i mention danny
boards.fireden.net/vg/search/tripcode/!ROtaTe.Z.Q/page/15/

kbye i am leaving now

that obvious smash 64 battlefield model rip

Dunno if you count it as "Indie" but
>September 2012
>Scheduled for 2014
>Still not out

this

1MA or death. no one out there gives a shit about you, there is no team waiting for you to join or a company waiting to hire you. you must just like make game at any cost

How much customization is too much customization. I absolutely adore the idea of being able to build something for yourself in a game, but feel as if I am spending too much time.

For reference what is being made is a space ship, the player able to purchase addition to their vessel and make them in an essentially modular "Attach bit into corresponding socket" format.

At what point, in your all's opinions, do rooms become too specific?

Yeh. I'll just leave it as-is right now, are many ways I can hide it until later.

Shitposters are running out of material, yesterday it was OOP, the day before that it was Source, now it is rotate for abit.

>rotationdev.tumblr.com
Umm. Yes. Not mentally ill at all.


Yikes

No problem, spoopy.

I don't have a Vive so I am not sure, but form what I've been googling you should be able to create inputs in your projects settings that take input from vive controllers, and those inputs should therefore have events that get fired. You'd probably have to run a check if there is actually movement or not, because most probably the event is going to be fired almost constantly. There was a guy who basically pried Vive open and did some investigation. controllers send updates as soon as any part of tracking system has some new data. Lighthouse 1 flashed? Update. Second one? Update. accelerometer detected changes - Update. And so on.

so the player can purchase rooms and add them to their ship in slots? then one room per function that you want in your game.

or do you put big equipment and machinery in slots inside a room?

2-3MA is possible if you have friends, however friends are hard to come by for /agdg/ users.

Also it is still better to specialize than have many slightly above average aspects. A game is defined by its good aspects, as long as the rest are passable. You're not going to stand out by being "pretty good" at everything. A game stands out with a phenomenal singular piece supported by average to mediocre pillars.

I missed what music user said about the phrasing.
Ah. I see. So the note kinda hangs there and doesn't transfer back to the loop appropriately. Got it. Looping has been a struggle for me when it's not chiptune based, but this is good information.

Thank you music major user.

As long as the options aren't overwhelmingly numerous (6 is good, 12 is a lot, 24 is only barely manageable, 48 is ridiculous). Also, make every different choice stand out from the others as much as possible.

>you could time the orbits so that some computers weren't always accessible
Brilliant. I love cycles within gameplay, so some resources will be perodically unavailable.

Right now I'm thinking of a colony ship on its way to Alpha Centauri, so maybe theres an automated ship that was sent ahead of you, in orbit around the planet you're trying to get to. But what resources or gameplay mechanic could it offer when its in sight? Navigational aid I guess?

>scrolling for (You)'s
>there aren't any

Start impersonating him.
boards.fireden.net/vg/search/tripcode/!ROtaTe.Z.Q/page/13/

is it you rotata?

epic. simply epic.

The ship functions as a living space, housing for NPCs (NPCs require places to stay aboard you ship, with different levels of accomodations). Rooms require certain people to crew them, and rooms have slots for certain machinery.

For instance the Life Support room has an upgrade path, the upgrade path allows for larger and more complex equipment. However the more complex the equipment the more or better people you need to crew it, and thus making it so you need to get more crew space.

There are also luxury rooms that help crew moral. Defensive rooms. War Rooms. Etc.

Many rooms have a lot of slots to decorate with, the most being the bar with 14 small wall decoration slots, 6 medium wall decoration slots, 1 large wall decoration slot, 2 large furnishing slots, 6 medium furnishing, 10 small furnishing slots, maximum 15 staff, 10 luxury machinery slots, 10 entertainment machinery slots, and 10 food/drink processing machinery slots.

You manage a ship, a crew, and build a larger vessel. The game is focused on the vessel and in game events are both triggered by certain rooms, and certain items in rooms. There are both generic and unique crew members.

At the moment I am working through modeling. I do not come to /agdg/ often, but would like some input.

no none of these posts are me i'm havin some gigles reading the thread though

soooo cute ^_^

Post MC