AGDG - Amateur Game Development General

Spooky edition.

>Halloween Jam 2016
itch.io/jam/agdg-halloween-jam-2016

> 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 (embed)

> Previous Demo Days
pastebin.com/X6fLvtzA (embed)

> Previous Jams
pastebin.com/qRHNpCbZ (embed)

> 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:

barankahyaoglu.com/dev/mapzengo-places-and-pois/
twitter.com/AnonBabble

o(>ω

(embed)

I just finished some awesome daggers to go with my fantastic swords and axes

now I have to do 3 bows and then I can move on to armor

>blurry edges

what the fuck

(⁄ ⁄•⁄ω⁄•⁄ ⁄)

I don't have a game but I enjoy watching everyone's progress.

Keep up the good work fellas, don't let me down

maybe I should have used a smaller brush that didn't fade

too late now

(¬‿¬ )

>the abortion coathanger

Working on starting location
Is it mystery enough?

It has me curious.

it's too "film school drop-out San Fran indie" for me

what's "top of class film school prodigy" for you?

No street or walkway would have lights placed like that.

Made some progress today

new component (heat exchanger)
more internal code cleanup
and those fuckers now explode when they get too hot

And thats the mystery

In a mystical twilight dimension it would

high-quality bows for sale

What are you doing?

it was in the context of the Stanley Parable creator Devey Wreden being a film school drop-out, so he made an interactive short in Source and got lucky.

The screenshot you posted looks like some simplistic, meant-to-be-deep scene from a walking simulator, and I gave my feedback as such. Gameplay or more samples would color in my opinion on this further.

>why is this guy so bad at game art?
>you'll have to play to find out!

>and got lucky
Are you the same guy every time?

any indie game that gives you a melee weapon and expects you to go up against enemies who shoot projectiles is FUCKING TRASH

in fact I'd say the whole dodging bullets thing is stale and lame. yes i just shat on the entire shmup genre. moving out of the path of projectiles is just too much of a pain in the ass for the modern gamer.

hows this

Looks pretty nice, the dripple effect could be smaller though

I basically just need a different icon for each item, so that players can tell that they're different and roughly tell which is better by looking at it. The bare minimum since I have like 50 icons total to do.

rain looks good but the splashes look weird

how'd you do it?

>how does my rain look
>.jpg

>The screenshot you posted looks like some simplistic
^ not me

>Gameplay or more samples would color in my opinion on this further.

Sorry for shitty quality, can't make webms for shit

>source

Good Schmup:
1. Clear hitboxes thats slightly smaller than characters & bullets
2. Perspective is error tested
3. Particles don't bleed into each other too much
4. Movement mechanics are actually good or tested properly

Bad schmup:
1. Trouble telling apart background and bullets
2. Shit palette and contrast makes it worse
3. You or bullets might have larger than model hitboxes. I.E Titan Souls
4. Its in 3D and perspective is done in a manner where you can't tell where things really are
5. Movement mechanics is shit. I.E gungeon rolling

>What? I'm not doing this for money at all. I release the game for free and even the source code as well. I'm doing it so the game can exist.
seriously? I find that hard to believe
why do that? (and why is it incredibly pixely?)

You guys ready for some fucked up shit?

>Bad schmup:
>1. Trouble telling apart background and bullets

Nigga you just said Garegga is bad, the stg police is coming for you.

Battle Garegga is fine on a high contrast display.
Its painful to play on a LCD with weak black levels.

progress update, still working on this;
barankahyaoglu.com/dev/mapzengo-places-and-pois/

most fun side project I've ever done I guess.

...

screwing around with the gfx and trying to add in more screenshake without overdoing it
the background will be back to it's normal colors, i'm just playing with the shaders

What is a good font for a 2.5D halloween RPG?

*its
had a brainfart

...

What? How did you do that

great looking game, keep it up!

looks awesome mate, keep it up

Would this be more efficient to make in Unity or Blender?

Like you make all your models in Blender, then import them and lay them out in your editor (Unity/Unreal)?
Or do you make the entire city in Blender, then import it as a giant mesh?
Or do you do everything in Unity, don't need Blender at all?

46th for GIVE HALLOWEEN JAM GAME IDEAS FUCK
Are monster girls halloween-related?

...

>source dev textures

>Witch Maid
>Looks like a "normal" "human"
>Monster girl

Make them vampires, ghosts, mummies, zombies, etc

You can fairly easily make simple meshes in Unity in code but if you want anything of game quality then you'd want assets be done in a modeling software.

Make a game where you're a cute girl and you ride on a mecha pumpkin.

>Thinking orange placeholder textures are source exclusive

I guess u never made a prototype in your life.

just a neighborhood or city? blender may work, yea. but that project provides you structure to walk anywhere on earth

>source

Did someone say mecha pumkin?

>>>/9gag/

>go on steam chat
>its empty
huh??

...

Check discord.