/agdg/ - Amateur Game Dev General

Just like make demo day games!

> Next Demo Day (X)
itch.io/jam/agdg-demo-day-10

> Helpful links
Website: tools.aggydaggy.com/
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

> AGDG Chats
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
freesound.org/browse/
incompetech.com/music/
freemusicarchive.org/

Other urls found in this thread:

strawpoll.me/11116589
strawpoll.me/11116600
strawpoll.me/11116872
strawpoll.me/11116886
en.wikipedia.org/wiki/Abstraction_(software_engineering)
youtube.com/watch?v=-q2GxmLOIcw
store.steampowered.com/app/321060/
philome.la/TheonTheon66/the-apprentice-test1/play
twitter.com/NSFWRedditGif

ANIME YES

MONOGAEMU DEGOSARU

Premature abstraction should be treated just as harshly as premature optimization.

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>8 DAAAAAAAAAAAAAYSSUUUUU

Progress on my game I posted the other day. Improved ship handing and changed up the graphics a bit. I just need to add a portal to the next stage to complete the prototype.

I'm not dead, i just got other shit to do in the past few days.
Anyways, i started with the networking integration.
Unity net is both good and bad, it is decently easy to use, but leaves alot to be desired on some aspects.
Players can now connect to a server-player and play on lan on over net. So far all they can do is move around.. but then again that is kind of all of it in a racing game.
Also it's preeeety annoying having to recompile the whole project every time i want to test out some tiny change, but that simply cannot be helped. Thank god i picked a very small scope.

I need some fucking progress posts on the DOUBLE. HURRY IT UP YOU DONKEYS

>only my depression is true depression
Now I've seen everything

what is abstraction in a programming sense?

I'm most of the way to implementing enemies, webm when finished

Witch's Brew Dev here asking some questions. Witch's brew is a resource management rogue like game where you play as a witch who lives at the edge of a town. You help towns folk and try to not get a mob to come kill you.

I'm here to ask a few questions. I would greatly appreciate answers:

Should events be entirely random, partially scripted/partially randoms, or entirely scripted?
strawpoll.me/11116589

Should I add a raw health stat for the witch in case of bodily injury?
strawpoll.me/11116600

Cute witch girl or old crone?
strawpoll.me/11116872

Continue where last witch died, start over from new village, or have option for either?
strawpoll.me/11116886

looks comfy. Is the world actually round, or is it one of those curved shaders?

"Abstract classes are classes that contain one or more abstract methods. An abstract method is a method that is declared, but contains no implementation. Abstract classes may not be instantiated, and require subclasses to provide implementations for the abstract methods." 1 second search on google.

I've never used shaders before but it seems the effect I want can only be achieved through them... so where do I start?

Think of attacks in an RPG. In your rpgAttacks class, you will have power, manaUse, critChance, hitChance, isHealing. But say you have a healing move, then it will only use power, manaUse, and isHealing. It doesn't need ot use critChance and hitChance, and is an abstraction of rpgAttacks.

make a witch turn into a cat when it dies. then other witch will take care of this cat and so on
and you will have lots of cats in the house yeah

i actually have a bigger issue with the daz3D rpg maker garbage because they make insane amounts of money too

these guys sometimes ask for like $20 per month to get the game a week early or some shit AND PEOPLE STILL DO IT. like how desperate do you have to be for a porn game to pay that much

en.wikipedia.org/wiki/Abstraction_(software_engineering)

That's wrong though
Hiding implementation details from other parts of the program

cats, toads, spiders, ravens, what other witchy animals are there?

What is bad? I am planning to use it.

Which engine / language?

>Cute witch girl or old crone?
sex sells

loli pls

Same thing as abstraction in normal sense, just working with something at some level above itself. Like working with animations as their own thing, which is an abstraction of the art assets, which is an abstraction of the files/pixel data being being used. So you've abstracted displaying these pixels here and then these other pixels here next frame to just be PlayAnimation(4) or something. Maybe a bad example...

Or abstracted data/functions/classes/whatever, think inheritance.

>implying healing can't crit

"Hiding implementation details from other parts of the program"

Honestly I can't into people, so I'll have to get better at making a witch. It seems that the votes have decided cute witch is better than crone.

And thus so I don't have to make new sprites we can have be young and cute forever. Witch's curse n' shit.

Probably won't make her a loli, but honestly you won't be able to tell with my art probably

owls, nightcrawlers, newts, wolves, snails, leeches, foxes, crows

>not enough time to implement a big feature
>too much time to just sit around

>Cute witch girl or old crone?
why not both

Make it a cute witch as MC who is being taught by an old crone and also takes care of her. When crone dies, MC becomes crone and takes in a new cute witch as student who becomes the MC.

Neat. I need to add tanks & other furniture items to house animals. Will probably add a pen as well. The garden needs more things than just plots for plants.

Also the face that hut can have multi stories and the garden can't is an issue I think. Tiered garden?

Tonight I'm going to try and implement all the snap to grid hut building.

Bullshit, you don't crit your heals

It all boils down to factoring out duplication. Abstraction parameterizes details, encapsulation hides them. If you find two similar pieces of code, you can parameterize the details to make them identical, and then compress them into a function. That's function abstraction.

No.

That would be a specialization, not an abstraction. Not all moves are healing moves. This is a perfect example of where inheritance breaks - you want more general moves to inherit from healing moves because healing moves only have a subset of the fields, but it doesn't make sense for more generic moves to be a subtype of healing moves. Thinking in OOP is harmful!

That's encapsulation.

Unity.

It could be done by season. Cute & Young in the summer, Old & Crusty in the winter. Actually even events could key off that.

>tfw would have to make four sets of character sprites

But cute witch AND the crone would die when the mob comes! Double hanging.

Just a curved shader. It worked better for what I was going for. The stage would be too big if it was an actual sphere. When you hit the fog that lines the boundaries, it warps you to the other side, giving the illusion that you can go all the way around it.

>If game is even playable it will be a walking simulator at the point
>Racing to do basic AI
I don't know if I will make it.

>you want more general moves to inherit from healing moves because healing moves only have a subset of the fields
But why would I want this

youtube.com/watch?v=-q2GxmLOIcw

My ugliest sprite yet. I'm not certain I'll stick with the colours, I wanted green but have green and purple slimes already and this is the boss version, so I went with blue.

Nothing a quick hue fuckery won't fix if I decide to change it, at least.

How retarded am i for wanting to write my own engine?

Does Gamemaker perform an event of the object if this event was already called by another object in this frame? Like if I call some object's draw event in another object's draw event by using event_perform(...), will it perform this event twice this frame?

What's the best tool to screen capture webms?

Thanks

store.steampowered.com/app/321060/
>A Romantic Comedy Visual Novel about a group of characters who are spontaneously transformed into members of the opposite sex.

Alright fez up, which one of you made this

To prevent monolithic base classes? You said it yourself: healing moves only use a subset of the properties of all moves. You came to the conclusion that they are more abstract, and I'm assuming this is because you would make all moves inherit from healing moves, and base classes are more abstract. However, it doesn't make sense for healing moves to be the base class of all moves, since that would imply you can use any move where a healing move is expected.

If you figured they were more abstract for a different reason and I'm wrong, let me know.

Looks a bit better with no mouth. It also fits with the other sprites I've made better

Pretty retarded, why write shit that's available everywhere, put that work into adapting an existing one for your purposes

>This is a perfect example of where inheritance breaks - you want more general moves to inherit from healing moves because healing moves only have a subset of the fields, but it doesn't make sense for more generic moves to be a subtype of healing moves. Thinking in OOP is harmful!
That's what's called inheritance hell

Game developers started using entity component systems to work around it, and to date almost all large scale games use this pattern

If you want some things to be implemented already while you implement other things yourself, there are libraries for that.

Not very, it's more fun than making games

The bigger problem IMO is not inheritance, but trying to shoehorn every game object under a base class. Inheritance is very limited when it comes to preventing code duplication, so composition are often better, but even with components you don't want to try to treat every game object uniformly.

Is text adventures gamedev?
I can't program, please rape my face.jpg

philome.la/TheonTheon66/the-apprentice-test1/play

The only time it makes sense to make your own engine is if your game is extremely specialized and somehow wouldn't work in any currently available engine. Which I highly doubt this would be the case.

Depends on your goal. If you actually want to make a game it's a terrible idea. If you want to learn how game engines work and get some valuable experience than go for it.

yes it performs it twice

You're trying to make progress posts, but don't even know how to make a sodding webm? FUCK OFF Use OBS to make the video, and Webm For Bakas to make the webm out of it

Sharex.

If you want some really smooth synchronized movement it's pretty hard to get good results, specially over internet, i am experiencing movement lag even when the client and server are on the same computer.
Also if you want some simple stuff like allowing players to kick a rigidbody ball around, prepare for some serious lag on the clients which aren't authoritative over the ball (since they kick it by moving themselves on the authoritative client, and since the movement has a lag the ball can be kicked from a different position and send different velocity update to your client, who has been projecting the ball velocity from your client's positioned kick)
But you can replace most of the unity components with your own code if you want it bad enough.
Those can be nonproblems for some games though, it heavily depends on the kind of game.

If you want to maek gaem, use a premade engine

If you want to maek enjinn, do that.

If you want to maek enjinn to maek gaem, you're deluded. Enginedevving to get to the point where you'd use it to make a game is a gorillion times harder and longer than you'll be willing to spend (unless you're going to be doing something simple like a pong clone or simple 2d shooter).

Thanks

but you make it sound like OOP mindset is "shoehorn every game object under a base class" when I'd really call it an amateur mindset.

you can use OOP without shooting yourself in the foot, right? but you make it sound like it's not worth it

What this guy said. You want to just like, make game? Use an engine.

Becoming an engine dev requires you to forsake a lot of other shit in the name of effective engine dev. Look at John Carmack; the motherfucker is one of the best enginedevs out there.

But he can't design a game or make good gameplay to save his life.

Dis cutie poo

You might get people hating on you but as long as you're having fun and making something then you deserve to be here just as much as anyone else

OOP with inheritance + functional paradigms is the best programming mindset. Basically MVC, but you're passing controllers into the models.

Not at all. Writing games with just OpenGL isn't as complicated as people would have you believe. It will also give you useful marketable experience, if you can use OpenGL or Vulkan decently a lot of good job opportunities will open up. However if you only know Unity you can barely get a poorly paid job in an indie game dev startup.

I'm doing character art! What color should the witch's hair be? Her hat is purple.

In programming it basically means generalization. Think of it like a socket on the wall in your home. You can plug a million different electrical objects into a socket because it's so generalised no matter how complex the device is under the hood.

In programming you can generalise in several ways. Inheritance, interfaces, overloading, and more.

...

>but you make it sound like OOP mindset is "shoehorn every game object under a base class" when I'd really call it an amateur mindset.
That was about something different.

>you can use OOP without shooting yourself in the foot, right? but you make it sound like it's not worth it
Well, you can use objects without shooting yourself in the foot. OOP taken literally (using objects for everything, design patterns, etc.) is a footgun because there are no silver bullets.

This is gibberish.

Can be alright. I myself like to play text adventures during long winter evenings when I'm bored. Comfy as shit.

Progress

Improved the performance by a lot
+ optimized the code, removed lots of stupid shit
+ optimized the smoke trails, they look like shit up close but you barely notice when playing
- improvements are not very well conveyed in the webm

Now I can have 20 enemies on the screen who all spam missiles and bullets and it stays at ~60fps

Nice. I might try to write some more, then.

Any feedback on the writing itself?
(It's very short)

Yes. It is. Fuck the people who tell you otherwise.

lilac

Green works well too

Here's the enemy witch sprite (green hair)

I think a teal works well.

Tried green, matched her eyes.

Still doing her clothes, but the head is semi-done.

thanks doc

>video
>game
Keep at it if you like it tho.

>mixels

mixels are not the answer please dont

Those trails are pretty obstructive honestly, but I like the style you've got going.

I remember your model having a ton of unnecessary polygons so if you're worried about performance that might be a good place to look.

tfw you never will be good at art ;_;

Hello, this is my first post here.

I need your advice on something. I'm starting to work on a 3d rts game and I wrote a simple template game using GLFW+OpenGL. But now I'm considering switching to SFML, as it has some more useful features, like networking and sound. Should I do it? If not, can you recommend some libre-licenced audio library?

>> 2016 : worried about few extra tris.
nigguh please.

Why do people hate engine devs? It's not like they're hurting anyone, and it sounds kinda fun honestly. Jonathan Blow is an engine dev and he's wildly successful

Most of /agdg/ are on extreme toasters.
And ironically a lot of them are trying 3D, despite this.

Most anti-enginedev shitposting now is just one poster who hates anything he can associate with rotatedev.

engine babies can't handle the banter. They also complain when we talk about programming because programming apparently isn't game dev.

darkest dungeon has critting heals and they're great

They are annoying when they try to pretend that their mess is a game.

yes sfml is fine

Case in point:

where the fuck have you been? MMOs have been heal critting for 15 years. Sudden bursts of faith or inspiration.

>I'm working on optimizing my game
>well here's a way you can optimize
>>worrying about optimization bahah