/agdg/ - Amateur Game Dev General

Demo Day Ten in exactly one month.
Space Jam moved to pastebin.

>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/qRHNpCbZ

>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/

Other urls found in this thread:

godotengine.org/article/godot-reaches-2-1-stable
gamedev.net/page/resources/_/technical/game-programming/swept-aabb-collision-detection-and-response-r3084
twitter.com/SFWRedditImages

First for rape games

Friendly tip from an user who can't draw to save their life: if you can't draw from mind or get your proportions right, don't be afraid to use some sort of 3d modeling software to make your base pose so that your proportions and perspective are good.

Anyone know a simple program for making webms?

>Wanna make monster girl game for lewd jam

>Brand fucking baby new at coding

>Okay at art

I will produce some sprites and see if someone wants to codemonkey

webmcam

otherwise sharex and webm converter

WebMCam

seems like there won't be any humans in this jam

Webm for retards has such an insanely sexy Gui that I dont even care if the author is insulting me.

Im down to codemonkey shit for it.
Drop some contact

OBS for recording and Webm For Retards for converting to webm.

post art, even if not lewd

Humans are decidedly inferior to monster girls and less fun to draw

Besides, monster girls are imbedded in Veeky Forums's DNA. I only ever came here back in 2005 because I heard it was the best place to find Monster Girl porn. /v/voted MGQ as it's game of the year one year. /v/, Veeky Forums and /d/ are obsessed with them, and as of the past couple of years so is /a/ (and by extension, /e/ and /h/).

How is a normal human lady supposed to beat a magical sex spider lady or whatever? It can't be done. She comes with built in bondage gear.

Posted this in the last thread but is dead now
this any better?

On my phone at work, and I want to have something put down so that I know I'll actually do it. I'll drop something in the thread in a few days.

Post yfw Lewd Jam was just the thing to bring out all the lurking artbros.

>name + trip
fuck off

Sort of. I don't understand what's going on with the legs considering the perspective, however.

The perspective shows the camera is from her left, but her right leg (relative to her, not the camera) is larger than her left leg.

Getting there. Much, much better than your initial post.

Human girls can have the charm of plainness

That's... that's the most normie thing anyone can ever say.

You're right, actually. And that's a miracle of the universe that few men understand; you are clearly an enlightened individual. But that's the only arena in which they can compete. A human woman trying to be buxom and sexy will always lose to a plant girl who's buxom and sexy and also filling the air with irresistible pheromones in order to steal your semen. It's just science.

...

>Humans are decidedly inferior to monster girls
t. beta male, too shy to start interaction with girls and needing powerful "monster waifu" to dominate him and initiate the contact

Thanks comrades.

I like how slow the gameplay is, this really would make a comfy walking simulator with bits of lore scattered around interesting locations

t. sad projecting normie who thinks real girls are all there is to live for

Alright, thanks guys
i changed the perspective of her legs here a bit
anything else thats important?

There's a nice rhythm to fighting those two enemies.

t. Uncultured pleb

Leg is MUCH better

I assume the strange head size is a style thing?

Shading/shape of her left arm seems a bit weird but not too bad.

I wanna make a small game for testing out combat between a wizard and a knight in a real time 2d setting, which engine would be best for this?

I want to try and make combat between the two in real time actually fun and balanced.

Portrait and sprite art for on of the main protagonists of my rpg
Any comments/feedback agdg?

She resembles a human now!
One leg is shorten than the other though, and the feet positioning doesn't make much sense.

The face shows that the camera is directly level with the target.
The shoulders/torse area show that the camera is slightly elevated from the target.
The legs show that the camera is much higher than the target.

Fix your perspective and it'll look fine user.

Torso is still long compared to the legs, just not as hilariously so as before

He is shaped like a cock

It's intended to be like the original castlevania.
Slow but, punishing. I only have simple enemies at the moment though.

...

>he's a dick

Game maker

Only problem with Webmcam that I've experienced (and can see you experiencing) is that scrubbing the webm on Veeky Forums breaks it for a moment. Don't know why is does that but keep that in mind.

>tfw no VR rape MMO

If you're going for the original Castlevania, I'd recommend upping the walk speed just a tad. Simon wasn't quite that slow.

castlevania was faster and more snappy rather than sloppy

>platformer physics
why is this shit so god damn hard to get right

Retard

alright thanks for the critique guys
now to move on the to 6~ other characters

Really boring design.

Resolve based on everything at once, not just per-block.

progress! a basic walk

also implemented "soft billboarding" because I never want the player to be able to look at the side of the sprite straight on (it would be thin like a sheet of paper and break the illusion)

the effect is emphasized when the camera is far away

what do you mean? it's literally nothing, just a bunch of textured models

I've just compared the video side by side with the game. And recording seems to have slowed it down quite a bit.

that is horrible. Give it some more frames.

shut the fuck up cunt, let's see you're game

needs 1-2 more frames

he right you know

also their is a weird lighting issue at the border of the sprite

Not a fan of the bobbing card movement, but at least you have different frames.
Soft billboarding looks good, could perhaps be a bit swifter

hmm is it that bad? the alternative is just straight up cutout animation which I wanted to avoid

okay, I guess it's too janky yeah

...

>that new Godot update

ah yeah that's because the drop shadow is a hack (literally an invisible sphere and ssao is picking it up)

thanks for noticing though

I'll work on it

Yeah, the depth writes look like they cover the whole billboard geometry and not just the sprite, which is why you get the SSAO artifact.

do you paint those textures in mudbox or something?

Godot 2.1 stable released godotengine.org/article/godot-reaches-2-1-stable
Lots of new features including
>New asset sharing platform
>New plugin API
>Dynamic font support
>Live script reloading
>Profiler & frame profiler
>Remote scene inspector
>HiDPI/Retina support & hi-res icon theme
>Drag & drop support

blender texture paint mode

>even Godot has an ASSet store

Fuck off, shill.

Seems to be more like asset sharing.

godot will be good someday

wouldn't mind godot if it used a real language

It can have pretty much anything, assets, scripts, addons, plugins, etc.

What I meant is that it doesn't seem to be possible to sell anything through it, so it's not a store.

>...it became evident that a custom scripting language could more optimally make use of Godot’s particular architecture:

>Godot embeds scripts in nodes. Most languages are not designed with this in mind.
>Godot uses several built-in data types for 2D and 3D math. Script languages do not provide this, and binding them is inefficient.
>Godot uses threads heavily for lifting and initializing data from the net or disk. Script interpreters for common languages are not friendly to this.
>Godot already has a memory management model for resources, most script languages provide their own, which results in duplicate effort and bugs.
>Binding code is always messy and results in several failure points, unexpected bugs and generally low maintainability.

>The result of these considerations is GDScript. The language and interpreter for GDScript ended up being smaller than the binding code itself for Lua and Squirrel, while having equal functionality. With time, having a built-in language has proven to be a huge advantage.

They just added visual scripting for 2.2, and C# support will be coming eventually.

>nd C# support will be coming eventually
The blogpost says 2.2.

[+] Moving bumpers
[+] Re-aiming mechanic
[+] Gun destroys blocks, does less damage than the ball
[+] If a bullet goes off-screen the player's score is halved; if the bullet after that goes off-screen too, the score is reset to 0; when a bullet hits its target the variable keeping track of wasted shots is reset
[ ] Good graphics

Hitting the girls should make them lose close and you collect the those instead of colored balls.

Shut the fuck up retard

Steam greenlight here I come

>being upset that Godot is catching up with Gamemaker and Unity
Bet you're feeling silly for spending all that money on those engines ;^)

>people bitch about visual scripting in ue4
>hurrah! godot supports visual scripting!

You need to make the ball and the pickups more distinct from one another IMO, they're both falling balls roughly the same size.

And hide the crosshair when in play

all me

>visual scripting
Literally why.

It doesn't make programming any easier for artists (Which shouldn't be programming anyway).
And actual programmers hate it.

The arguments that it's easier to follow your program flow is bullshit as well.
Text programming: Top -> bottom
Visual scripting: Spaghetti going literally everywhere.

I've only seen people make fun of visual scripting when it's used for the entire game. Which is ridiculous.
Most people are fine with it, when it's used in moderation.

>And actual programmers hate it.
No I don't

>Text programming: Top -> bottom
t. skiddie

>Really excited for AGDG game
>Turns out the guy making it put in one guys journal in it
>Dropped

Why are most people on AGDG so bad at telling a story? Its like none of you guys have watched Extra Credits.

What is this game called? Waifu Holocaust?

OOP is just as spaghetti as visual scripting.

>Hitting the girls should make them lose close

That's in the works re. animation

>and you collect the those instead of colored balls.

Nah. The balls are placeholder but I'll just make them gold coins.

>You need to make the ball and the pickups more distinct from one another IMO, they're both falling balls roughly the same size.

Written it down.

>And hide the crosshair when in play

Blue crosshair is necessary for aiming bullets, orange crosshair is necessary for launching the ball.

Typing is a lot faster.

Stop using Goto

No argument there. But are you just repeating /g/ or do you actually know WHY it's considered bad?

fuck off shill

Reminder that it is, by definition, impossible to use OOP in moderation. It is a cult.

>>Turns out the guy making it put in one guys journal in it
What does that even mean?

Ball seems too bouncy.

>Stop using Goto
Any indirect branch breaks the top-down flow. The most common example would be a function call.

>But are you just repeating /g/
I'm just repeating /agdg/, see

Maybe you should read this.
gamedev.net/page/resources/_/technical/game-programming/swept-aabb-collision-detection-and-response-r3084

i seriously would have no idea how to do this

>it's another "OOP is shit for reasons, don't ask me where my game is you OOP faggot (because I don't have one)" episode