/agdg/ - Amateur Game Development General

>Play Latest AGDG Demos (DDX)
itch.io/jam/agdg-demo-day-10

>Next Demo Day (DD11)
itch.io/jam/agdg-demo-day-11

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
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:

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/
freesound.org/browse/
incompetech.com/music/
freemusicarchive.org/
twitter.com/NSFWRedditGif

>been continously sick for nearly 2 years straight
I give up.

Reminder to take breaks

First for same sex marriage

Only if it's 2 girls

thank god we finally agreed lewd jam isn't agdg

Trying to figure out the whole "draw big, scale down, index colors" method. Got mixed feeling about the results so far, it looks like shit but is still better than what I do manually.

noting wrong with pixel graphics if it's a one person developer

I don't get this, he looks exactly the same except in the third one his hair is unkempt and he isn't posing specifically for the camera.

A game where you play a guy trying to secretly improve someone else's life

You fail if you get caught

his hair looks progressively more like fuck my shit up guy

Pls respond

>lewd jam is almost over
>game not even remotely close to finished
>waste time modeling more enemies instead of coding gameplay features
JUST

...

his eyes are WWII PTSD-tier

Making complex things is not simple or easy. Fuck off.

No such thing as a simple fighting game.

2 weeks is too short for art intensive jams

Where do I find example/tutorial games for unity so that I can learn how to write code.

Everything I find is outdated/filled with errors

you download an engine. You make a character object, you attach a script to it where button 'A' kicks and checks if there's anything in range of the kick. Boom you made a fighting game, now start doing art.

pirate udemy's unity course

It's a very vague question. Programming is not magic, but basically the sky is the limit. It's totally up to you if you can figure out a way to implement it or not. I don't think there's any tutorial for such a specific thing. Just try out as many fighting games as you can, understand how they work, then try to make algorithms for that.

>>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/
Dude why

the unity website you retard

Hello my boys.
If I wanted to develop for mobile, what would I use?

A game where you play as a shy anime girl trying to secretly improve a nerdy NEET boy's life

your vagina
let some nerd dev stick it in you in exchange for making a game

update: you can inspect items just to throw them away back into the dungeon where they can rot for an eternity because you cant pick them back up for whatever reason what the fuck

I did but I ended up getting stuck because the indian guy didn't go in depth with programming, so I just read a book.

I just want to see more examples instead of printing variables all the time.

A game where you play as a nerdy NEET boy who picks up a magical wand and turns into a cute anime witch

Working on particles some more today, mostly cleaning up code, but they can scale/rotate now.

witch game never ;_;

then how do they get in your inventory in the first place

I did
but the 5 game example pack wouldn't run because it had errors,
that was what I was talking about when I said the outdated part

Can I throw garbage at her?

you pick them up

but then why can't you pick up things you throw away from your inventory :(

>lewd jam is almost over
>almost done with lewd jam game but it feels so shitty i don't wanna release it

I need to lower my standards because its just a jam game.

and godspeed btw

I would suggest starting out using something like ARM Assembly Language as a basis and then work your way up to more complex languages. After 5 years of hard training you should be ready to make a basic phone game.

or use gm:s

Which of the engines in the OP might be most suitable?

its one of the mysteries

hey

what if

guys

guys what if instead of making half baked games for jams you made complete ones??

Too saturated
it looks like sonic

>Demo Day
>complete games

I'm trying but it's too hard

that's the point

Excuse u but I worked hard to get my demo playable and having an ending

i ran a tonemapper script on the camera that makes the shadows look real nice, but it also saturates the colors a bit

as far as lewd dragons go, he's pretty generic colored

which one is yours, or have you submitted it yet?

...

>furry shit
Feel free to not release it.

>demo
>ending
what. not even AAA devs do this. demos are supposed to feel incomplete and leave the player wanting more

toot toot!

Come on you nigglets, I just posted a pic of a qt, no need to be faggots.

user western dragons don't have fur

fite me, release your own better game
;)

plus this

The term is scalies you uncultured SWINE.

Demo days arent really about demos, theyre about demonstrating your progress to your bros

why are they called demo days?

How do I get nice crisp circles and lines like these in Unity? Textures on a plane becomes a blurry mess.

because progress day sounds weird

>demonstrating your progress
Also, getting feedback

1~3 model
4~6 animate
7~9 program
0 study ue4

Make sure it's not being compressed, try fiddling with the filtering type, and don't try to blow up a low res asset to yuge dimensions

ahhahahahahah

rolling

First post

Is there a blender tutorial series that anyone would recommend?

I've done a few small ones like the cup already but I still feel like I need more

>wasting time "studying"

Reminds me of the nodevs who spend days on design documents and planning. Anything that doesn't go directly into your game (art, programming, sound) is a waste of your time.

Nice motion on moving the map

>stepping on gray tiles
ILLEGAL

but explain your future ideas for this project

Cool! I loved micro machines on snes.

Rodent's Revenge: the revenge

>Those mixels

Walking that walk

:(
man, i decided i'll get everything on paper and then into gamemaker, don't ruin my plan.

ta
right now ive only got one button used for accelerating and drifting, i have a spare button left.
Dunno what to use it for, or even if I should use it

I want to make a terrible broken MMORPG in Unity. What's your worst idea?

>MMORPG
>in Unity

Reposted from end of old thread...

Enemy in green has low aggression level and acts accordingly.

Knockdown is a combat effect that has chance that increases with armor weight. Only heavy weapons can do it, the rapier is just for messing around...

sauce, on picture. please.

pvp always on so elite players can spawnkill new ones even during the tutorial

digimon go

>What's your worst idea?

You can't say an idea worst than the opener of your post.

t. nodev

This is great. More.

DÉJÀ VU

I'VE JUST BEEN IN THIS PLACE BEFORE

I can not put my dick in that, user, what were you thinking?

Nice progress, otherwise, keep it up!

really bad lag compensation, and make sure attacks have unexpectedly long ranges

brutal shit

it's massively multiplayer, but you never get to see another player

every weapon has a timer for how before it degrades, and the timer is always ticking

you can dash, dodge, grapple hook and double jump with zero cooldown or cost

So wait, should it be a sidescroller? Or top down? Or... both????????????????????????

>hit skelly with a sword
>no dmg

>hit skelly with a shield then a hammer
>instakill

what do you guys think?

HIGHER ON THE STREET
AND I KNOW IT'S MY TIME TO GOOOOO

On Tibia NPCs could only talk to one person at a time so you would have to wait until someone finished selling/buying what they wanted for you to do the same. Of course there would some cheeky brats that would get the npc attention and don't buy/sell anything or leave, just to block other players from negotiating with them.

Also in tibia anybody can pick any loot so you can steal other player's loot if theyre not quick enough. You can also toss corpses into the water so you can also do this and the loot will be lost forever

Also in tibia 2 players can't occupy the same tile so you can block narrow passages, intentionally or otherwise, and the player would have to either push you around until they managed to get you out of the way or kill you.

Fuck, Tibia was fun,

...

skellys sound be immune to piercing damage, swinging a sword at one should to lesser damage

Last time I checked, there were Tibia threads on /vr/, so I think there are still people playing it.

I'm currently using Unity, I want to see if UE4 will be better for what I'm doing

I made a sensitivity slider. Originally I had it hooked up to MoveForward instead of TurnForward, so your walking speed would scale with sensitivity. Whoops.

>hit skelly with skelly
>skelly

why does game maker do this?