/agdg/ - Amateur Game Dev General

previous thread >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

>Lewd Jam Collabs
docs.google.com/document/d/1K9wlzcJntyOCV3KLvRcvllZ2ZUnGgrDtiwPdMLlw5XQ/edit?usp=sharing
docs.google.com/spreadsheets/d/1Sm0Pxz0uq-62L46TdXmKisynbhLI_by-pLNlcgo4B8M/edit?usp=sharing


Helpful Links: tools.aggydaggy.com/# (Still in beta)
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg/
AGDG Logo: pastebin.com/iafqz627

>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/

> 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:

discord.gg/chquY2e
steamcommunity.com/groups/vgamedevcrew
webchat.freenode.net/?channels=vidyadev
yoyogames.com/gamemaker
godotengine.org/
haxeflixel.com/
love2d.org/
unrealengine.com/what-is-unreal-engine-4
unity3d.com/
opengameart.org/
blender-models.com/
mayang.com/textures/
machinimasound.com/
freesound.org/browse/
incompetech.com/music/
freemusicarchive.org/
twitter.com/SFWRedditImages

first for waifus

Guess I'll let the suckers who went to sleep already see this one in the morning.

third for rem

Third for lewd haters BTFO

...

Oh god I literally just did this.

End me now.

reposting because i made no progress in 3 days and i'm a lazy fuck. i need to stop starting features i don't have the ability to flesh out or finish.

blog?

>>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/

how much took to draw all that senpai?

>he likes plastic uncanny valley shit

this is the only game on AGDG i would pay actual money for, this looks like it plays tight as fuck and the amount of little details on everything is incredible.

This looks so fucking cool.

don't have one yet sorry. i'm going to have to sit down and make all this social media stuff one day. where do people typically do blogs?

>
>Even AAA companies cheat and give enemies more resources because they can't make good enough AI.

That's not necessarily true, but the obvious solution to not being able to construct competitive AI is to not follow the genre trope of making the AI play with the same rules.

Instead of making the AI harvest resources and build units, give it the ability to deploy waves of enemies based on how many resource nodes it owns. When it loses a node, subtract a number of units from the wave or reduce the rate at which it can spawn waves.
Have the AI count the types of units it can see and if the player has 50% rocks and 50% paper, the next wave will be 50% scissors and 50% paper etc.

If you try to design an RTS for both multiplayer and single player, then yes AI will be hard as fuck. Which is why you don't do that.

is every single room going to be a square? would be good if there were larger and more interesting areas to explore

Usually RTS AI is actually just made by training a neural network.

To PureGuy if he is in this thread.

I sent you an email m8, check your inbox.

A 1MA isn't going to be able to build a neural network by themselves, so it doesn't really matter how AAA construct their AI.

I'd say a day altogether for drawing and redrawing, a day altogether to get it moving in sync without clipping issues

Hell yeah

Idea.

A an adventure and exploration game where your only item/weapon is a single flip top lighter. You can obvious things with it like light torches and lanterns for light in dark areas, or you can burn ropes and wooden obstructions, set traps by lighting candles and putting them near flammable objects that can catch, burn down whole buildings if you get desperate, or even cobble together makeshift flamethrowers using a can of hair spray or a water gun filled with flammable fluid.

There was a point where it was planned to support various room sizes but we decided it wasn't really worth the effort and that the very big rooms were generally the least fun in similar games.

tl;dr big rooms in isaac suck, we decided not to walk into the same problem

Yes you can. They are not that complicated. You probably don't know how they work judging from your comment.

For example somebody made one to learn to play Mario.

fair enough, I would have thought a larger area would make sense for a boss fight. and it would help just to break up the monotony a bit every now and then.

>For example somebody made one to learn to play Mario.

I take it you don't understand how complex RTS games are.

Looking forward to popping

if i can cobble together hairspray flamethrowers, why wouldn't i just stick some rocks and sticks together and make a bludgeon to beat things to death instead of using nonrenewable, unpredictable fire

emt

I think this is just practice

not sure where I'm going with this

Why is it so floaty and slow

nothing i do matters, all my efforts are in vain, my thoughts are meaningless and shitposting is just a way to spend the days away

Depending on how things go there may be a surprise or two in store :)

just breathe

The boobs are obviously flotation balloons.

I dunno where you're going, but I like it and I'll meet you there.

Because fire is more fun.

All of those things are probably definitely true!

no progress today because i went on a date with a girl and our hands touched :)

Did you buy those bub physics on the unity market?

It happens to all of us.

At least my shitty excuses for nodeving aren't lies.

Again, I don't think you know how a neural network works.

The entire point is it doesn't matter how complicated the problem is, you just need time to solve it. Computer time, not programmer time.

not a lie tho :/

How do I stop this from happening every single day

What's the best way to have part of a model be a soft body in Unity?
I've been using Unity for a long time and I want to make some VR porn because there is almost NONE for the vive that's any good, but I have 0 experience with organic stuff beyond motion capture

I don't know, man. If you find out, tell me.

gotcha!... ready for Ludum Dare user??

Two things I do:
1. Wake up early and go to bed early. I'm serious, something about it makes you crazy productive.
2. Have a laptop and dev in a coffee shop. I am more productive in public than at home and I've had a couple of people ask about what I'm doing, so that covers social interaction, too.

Become an enginedev or write some tools to help you make your game

You get to spend hours every day working on your game and still feel like you're making zero progress

Alcohol

...

I need help

>that armpit

Is that an underage boy?

Caffeine abuse is real

How do you update animations in UE4?

I've moved the arm rotation of character but it's not changing it, it shows it is different in the Animation of the skeleton, however when I actually play it's the same as before.

ideas?

>I am more productive in public than at home
I'm actually the opposite. I don't mind talking to people, but I absolutely can't focus if someone is potentially looking over my shoulder. As an aside, I think my new workplace is open-plan, which means I'm probably fucked.

I need an adult

Been working on making the combat more fluid, made the particles a bit juicier and sorted out some loot drops (2 items!!!). Now for the fun part of actually making enemies.

yes but the chance of it actually happening is really small

nice progress

Can you use a kinect for animation instead of doing it manually?

I figured out why my level is broke, it came down to how I exported it. See, what I did was export every single face, but the way things work in GTK Radiant is you drag out cubes and cut them up and each time you divide something, new faces are made to fill the space.

So, when I went to export the brushes, everywhere that the different shapes intercepted had its own face, sharing a face with another object.

What I can do instead is first give everything texture A, then select every outward facing face and give it a texture B, then export and ignore faces with texture A so only the visible faces are exported.

This makes me feel so much better. ;_;

The fuck is this? Autocad?

LEWD!!!

whats that, finishing your game?

user posted a webm of doing that a year or so ago, but they got outed as a grill and the thread went to shit, so they didnt teach us how to

Brilliant.

It's Blendyourmom

What is it, meme faggot?

did you use substance painter?

is it even possible to make money off of banner ads
i still don't understand who the people are who click on banners

GTK Radiant. It's an old map maker for Quake 3 and other games of that era, there's modern equivalents but I'm not familiar enough with those to feel comfortable. I might give them a try, though.

A different user has been posting the last few days with some webms of his animation from Kinect 2. It looks incredibly high quality and I'm considering getting one myself.

As for his workflow, he said it was record>Brecker Pro body to BVH>Blender or something like that. For retargeting BVH animations with Blender in general I've found that MakeHuman skeletons work perfectly.

>tfw just want to create and implement small, neat features and systems (reverse gravity, swinging mechanics, dynamic weather system, etc.) but don't want to actually make and finish a game
>but I need money so I can quit my job

Life is pain.

wait senpai
i could have just google the question lmao

Ad clicks are the great lie of our generation.

Luckily, we're on the right side of the fence. It's the people paying for ads who really get the raw end of the deal.

That said, you're better of baiting white whales (the errant user willing to spend literally thousands on a single game) than you are trying to get blood from a stone. Most users will stop playing your game the second they're required to put out a penny.

Either that or release on PC where the market hasn't been fucked by underballing.

Same people who respond to deposed Nigerian princes and who believe the spambots who call to say you've won a free cruise to the Bahamas

*lowballing
Oops.

Thank you kindly

Substance Designer for most of the environment and weapon stuff, Photoshop and the UE4 material editor for the rest. I haven't spent much time in Substance Painter yet. Most of the texturing/materials/environment in general were pretty rushed so I need to go back and redo them at some point, the bricks on the wall even run different ways.

>and each time you divide something, new faces are made to fill the space.
I didn't know shit about it back when I used Q3Radiant and GTKRadiant, but I presume it's a fancy BSP editor. If you're unfamiliar, look that up and gain some appreciation for the weirdness.

addendum

Honestly you get more bang for your buck if people DON'T click your ads.

The absolute main principle of marketing is getting your product known. Just by having people see your banner, even if they don't click on it, can already be considered a huge success from a marketing perspective.

And if you use a system like the Veeky Forums one where your banner is up for 1000 clicks and nobody clicks on it, that means more people are gonna see your product since it won't be taken down anytime soon.

Anons pls
Softbody physics are a thing in all modern games, surely somebody knows how to hack it

>one strategy is the best strategy because rationalization
Obviously you can't apply the same scheme to all products.

100% of mine. Which has risen drastically since I've been using mobile games to procrastinate more. Full-screen ads that pop up while you're attempting to use the UI are the source of most of mine. It's frustrating because I consider myself relatively careful and precise.

More people are going to see it and maybe buy it later but 0 are going to buy it now
Ads only show a ~3% increase in non-passthrough visits if I remember correctly. MOST sales rely on them clicking it.

>Obviously you can't apply the same scheme to all products.

True I guess. Right now I was mostly talking about video games, since that's what this thread is supposed to be about.

>Ages 55+ are most likely to click
lol

>Facebook IPO
not sure how current this is

IT'S JUST YOU AND ME JACK

I give up

Several links in the bottom with /2011/ in the url

I read Steam games have an average of 33,000 sales. At a price point of $4.99/9.99 even a fraction of that would be pretty good right? Even after Steam's cut. That is if you can make a game with the right appeal

Tune this up a little and I think you've got the next Toribash on your hands.

Depends on if that number takes into account things like cs:go and gtaV, 'cause even just those two would massively skew that statistic.

I will post my game in 31 days!

But it's common for ads to only have a 1% conversion rate or less, so a 3% boost in pseudo-organic traffic is pretty good.

This. Punch it up. Klonoa gives a better example for speed.