/agdg/ - Amateur Game Development General

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

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

> 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:

youtube.com/watch?v=vGiPUx9Zgi0
store.steampowered.com/app/508790/
youtube.com/watch?v=2BnU6592WgA
twitter.com/SFWRedditImages

Reminder

lolidev did literally nothing wrong

I'm trying senpai

I completely give up

Every time I think about giving up I think about No More Heroes' Sylvia's monologues.

>REACH FOR INFINITY, EYE OF THE TIGER

Gave the main character some new threads. Hopefully they're interesting enough; I'm not looking forward to animating his walk cycles and such.

...

Leave that in for maximum troll platforming.

>voxels
disgusting

Reposting progress from last thread. Since then I've started working on different ammo types.

>Cube style meshes are voxels

...

>tfw trying to create character progression system that has freedom but also unique characters

What sort of game is it? What sort of freedoms do you want, and what sort of unique characters?

edgy

Interesting, maybe. Is he wearing shorts?

Either way, don't celebrate until you animate it. You might find yourself changing the designs just because animating is such a fucking timesink as-is.

I spy some Gameboy inspiration.

The movement camera is a bit wonky for the resolution it's at, and you might want to incorporate some screenshake on using weapons.

It's pretty much a plain-cut knee-high skirt he's wearing.

...

...

Well that's novel, if nothing else.

Not a fan of the pattern on the skirt itself. Looks like a librarian skirt. Might want to try some thicker values over the faux-dithering, see where it leads.

I hope that's not the ingame FOV.

Yeah, I'm not satisfied with it either yet. For one, that pattern is just a little too distracting.

>2016
>.gif

>user, what does your astronaut do?
>he collects data about the surrounding environment, then discards it and rams into walls

>changing the file name to webm will change it to webm.
Jesus if you really want webm that badly here you go

freedom in sexual orientation and gender like there's non-binary multiambience left-sided gender that love to do cowgirl.

You know that feeling when you think you need to pee but you try to and nothing comes out so you focus all your willpower on releasing your bladder and it starts to feel like it's so close to happening but it never does?

>nothing left to code
>only art, level design, and content left
rip fun

>Me tryin to ship a game

coding is just a tedious task any pajeet can do, no intelligence required

You need to turn off 'is kinematic' on the platform's rigid body if you haven't worked that out yet.

Turn based RPG. When thinking of a game like FFV, it has a lot of freedom in how you character progresses, but at the same time all you characters end up playing the same unless the player puts arbitrary limitations. Same with Materia in FFVII.

that looks so much better, why didn't you post this to begin with

worked on the background
since it loops itll probably get repetitive, but its better than it was. plus the focus wont be on it.

>ideaguy
You are hired. Welcome aboard.

>Idea guy
In making a game by myself, you want me not to have ideas?

sure but where's your game?

So what about something like the Job system in Final Fantasy Tactics, where you had characters naturally fill niches according to their available Jobs, and as you leveled up Jobs you unlocked more specialist Jobs.

Progress is progress, but it's a little hypersimplistic and the forward pavement is too large for something that doesn't pay attention to the same perspective rules as the rest of the pic. Might want to call it a placeholder.

Please tell me you're not going for one button controls, I noticed in a previous video your character only picked up and threw the box AFTER jumping.

thanks for the feedback
yeah its pretty simple but im not much of an artist, so it doesnt bother me too bad. looks better than most shit i try to make ha ha
the problem with the perspective is that im following a 32x32px grid, so perspective would be difficult to achieve with the sidewalk as its an auto scroller and the perspective angle would shift. being gameboy themed (which didnt have proper parallaxing) it would be out of my control. plus if i shrink the sidewalk, the perspective would look worse i think
but i appreciate the feedback user. im still trying despite my kindergarten art skills, ha ha

In development ;)

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An easy fix would just be to shift everything around the separation of the road down a couple of pixels.

that is some freaky-ass shit, my friend
i love it

explain

Sure! Keep in mind this is absurdly expensive and needs heavy optimization before it can be used in a game without tanking the FPS. The portal itself uses a custom unlit shader that sets the UV of each vertex to its screen space coordinate (0 to 1). Each recursion level is actually it's own camera, who goes through a World->Portal transform before rendering. At the bottom level (10 recursions in this scene), the final camera renders the whole scene to a temporary render texture and copies its contents onto the final rendertexture. As the stack unwinds, each camera draws it's whole scene on top of the previous one leaving a hole for the portal inside. This might be easier to explain with a picture, so here's what the scene looks like for one portal (the exit portal and cameras are not rendered in the linked image). Sorry it's kindof a poor explanation.

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thanks. i just gave that a try, but i think it ended up making the perspective look really flat.
the thing is that the player places on the oncoming lane which is the smaller one. if i make the right lane bigger, the play area looks too small/thin. if i shift everything down, the road becomes flat.

its a tough balance. it might look kinda shitty right now but i think this might be the best i can get it. of course ill seriously tinker with it once the game is done and i have extra time before the submission date. if i have extra time

This is meant for

>the thing is that the player places on the oncoming lane
oops, meant to say the player plays on the oncoming lane

Hey guys I have progress !

i'm gonna have to ask you to go ahead and delete this right fucking now

literally molyneux

youtube.com/watch?v=vGiPUx9Zgi0

who?
your game seems interesting

store.steampowered.com/app/508790/
you've been made a fool of

looks good user! haven't seen this before but i like it!

i hope im ready for demoday

well fuck me im an idiot

Mockup of a detective game im thinking about making

what is this?

Fps multiplayer game where you manipulate sand physics to beat other players.

Just made some butterflies for my game

REM for the REM god.

I haven't seen a submarine game in decades, good on you.

its a 6dof arena dueling game where you build your vessel with a vertex based builder with procedural good stuff

...

Hi there,
I know websites like Upwork and Freelancer, I spent there almost two years and I couldn't make much, as clients there want you to work for like 2$/h which is insane. I am looking to build a website with my portfolio items and try to market my self. I know about gamedevClassifieds and some other indie web sites, but do you know any other sites that I could visit and promote my service without being classified as a spammer.
Also I want to know your stories how do you do it ? What works for you ? Are you satisfied ? What tips you can give to people like me ?
Maybe this is not the best subreddit to post question like this, but I assume that there are many people like me who would be interested in such a matter.
Regards,

What do you think of my train sprite? Not a pixel artist, so any tips will help.

>subreddit
Did you just spam this all over the place, fishing?

>without being classified as a spammer.
>Maybe this is not the best subreddit to post question like this

Bro...

Progress on skill tree. Inkscape is starting to shit itself with all the nodes and connections.

At the current rate there will be over 600 passive skill tree nodes.

shitty flash game progress, started working on the AI i'm trying state machine it's p fun

I didn't realize it was a train

What did you think it was?

i still think your logo is way too similar to FTL but whatever

skill tree looks nice but humans being 'normal' is still mega lame and uninspired

how's $2.10 sound?

He's a web designer, not a doctor. Don't spoil him.

>skill tree looks nice but humans being 'normal' is still mega lame and uninspired
Yeah, make them insane mechanic gods or whatever, anything other than that.

trying to think of a good way to deform vegetation on contact in unity, my current approach kinda sucks

I'm thinking some kind of spring based control cage that reacts to physics colliders, but I'm not sure how exactly the vertex shader for that would look like

but then I think, isn't that basically reinventing skinning? should I use bones and drive those with physics? should I use cloth? even though unity 5 completely cucked soft body simulation

I don't know how to approach it exactly, ideas?

a log with a lightbulb sticking out of it on top of a stove

only thing worse than 'normal' is 'explorers'

I mean yeah we're super great explorers we got a few dudes on our pet rock and called it a day

realistically speaking we are religious traders, warriors, not very bright, but beautiful

use a reference idiot

Still better than "normal".

I am

ok now use your eyes to look at that reference

Rather then normal, I would say humans are the most versatile.

Being in the middle of the tree, as a human player you can make the most diverse builds more quickly, but it takes longer to reach specialisation nodes which are on the outside of the tree (keystones and critical nodes).

Somebody has to be the baseline race and because most players like playing as humans, it might as well be humans.

How critical is vegetation deformation to your project?

You could always make vegetation out of multiple multiple meshes and colliders and just move what is being hit. No deform necessary. And it looks more natural.

not very but I like to waste inordinate amounts of time on pointless shit that interests me

and it would look weird if they didn't deform

also consider it has to be fairly cheap, since there's going to be a few hundred of them on the screen potentially

full ragdoll physics might be appropriate for larger plants only

Depends on perspective.

Third person it would look weird. First person wouldn't notice and extreme 3rd person (RTS) wouldn't notice either.

Depends on how many resources you are willing to commit to it. In most cases, gameplay wise, if it doesn't have an affect, its better to leave it out.

first person would notice on other characters, and its not like you can't look down either

graphics are somewhat important since it's supposed to be a walking simulator

and also I'm interested in how to do it well, as I said

Remember that bones are very expensive.

Look into how Epic Games did their fish animations for their Zen Garden targeted at mobile platforms.

youtube.com/watch?v=2BnU6592WgA
Here you can hear what they did to squeeze performance out of their engine (vertex animation in material is discussed at the very end). While I haven't used your shit engine, you should still be able to implement everything in a similar fashion.

bones are just driving vertices by weights, which is similar to what my control cage idea would be, it's more expensive than plain mesh sure but it's not "very expensive"

mobile restrictions aren't really applicable to PC hardware from the past 10-15 years

>my engine
it's unity

I need a good ideas for roguelike games that appeal to normies.

Put memes in, and as many "retro" references as you can. Make them as blatantly obvious as possible, subtlety is for poor people and faggots.

Normies? Just make it pretty, varied, and short. Novelty first.