/AGDG/ Amateur Gamedev General

Unity is the best edition.

> Halloween Jam 2016 (Less than 5 days)
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

> 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
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:

pastebin.com/Tj2pGmF7
youtube.com/watch?v=JW_vjGSZWv0
twitter.com/SFWRedditImages

...

You will get patent trolled.

If anyone wants to try it

pastebin.com/Tj2pGmF7

Maybe you'll get faster compile times.

Dare you nodev.

with SIT press bullshit mostly out of the way im gearing up to start work on my Whip the Vote sequel/spiritual successor. in this one you play as the president (and potentially any leader of a nation).
still havent decided on a title, been kicking around keeping Whip the Vote as part of it like
>Whip the Vote: Republic
>Whip the Vote, Mr. President
or a completely new title like
>For Which It Stands
ideas? opinions?

>For Which It Stands

Really good name here. Memorable, evocative, relatively short. Conveys the political nature of the game with its title.

Name 4 things that are still happening now that were happening this time last year.

>> Engines
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.com
If someone is too retarded to google, they're too amateur for AGDG

It's bad, you should go for something that fit an image macro.

Where's your game engine?

>Whip the Vote sequel/spiritual successor.
Please be an impersonator. This is RRPS all over again. Why must you always try to squeeze blood from a stone?

yeah, one problem with it though is how american-centric it is.
the power of the title is that you have the speech burnt into you and know innately that those words are bordered by "republic" and "one nation".
probably less powerful to anyone who wasnt raised on shitty american education.

>For Which It Stands
This is better

The president would be too busy to whip the congressmen into line

>shitty american education.
You never even graduated high school you enormous faggot.

The Earth is spinning
The Earth is orbiting the Sun
The Moon is spinning
The Moon is orbiting the Earth

Anyone got any interesting ideas for props to place around a game's town or village? Something to make the world feel more lived in an lively?

recap
halloween jam
gogem being shit
shitposting

I meant agdg related things. Like gogem being a retard.

yeah thats not part of the players works.

i didnt even graduate middle school, surely that's proof of shitty american education.

>The Moon is spinning
more proof

What, do you think the Moon is tidally locked or something?

The bitch precesses.

Fuck, I meant that bitch librates. Still kind of applicable though since tidal locking would be a bit awkward with precession.

But you knew that since you're clearly smarter than me.

poo

i assume this is a joke but i dont get it

you posted these like 3 days ago

Gonna need some more info. What's the theme of the town? What sorts of people live there?

>the year is 2016
>"educated" americans still prescribing to social darwinism
yet more proof

I'm fairly shit at anatomy.
Does this look very jarring to you guys?

Also, is 936 tris a reasonable amount for this?

adequately modeled columbine shooter

yare yare daze

>that hat

Three comments and none of them were "It's shit"?
I'll take that as a "Yes, it's okay, now go kill yourself over UVs".

I wouldn't worry about tri count unless you're targeting portable platforms. Modern characters easily have several hundred thousand. Just do what you're comfortable with and think looks good.

its my first time dealing with enemy spawning (ever) so things might be a little hectic until i figure out what the hell im doing.
but it works

I'm trying to build a low-poly set, which would sort of kind of be on PS1 level.

But I worded the question badly - Does 936 look like too much, compared to the low level of detail?
Does it seem wasteful?

I spent a few extra edge-loops to ensure that animation won't break the model completely, but maybe it is overkill.

God, the first Castlevanias were hideous.

Can't you at least steal art assets from the good ones?

If you must have very low res stuff, you should use the Castlevania II: Belmont's Revenge (GB) grapics.

placeholders
game is gonna be its own ip once im done making it in 50 years

How har is it going to be for an absolute begginer to modeling to make a 3d model out of this?

You won't / 10

if i do i'll post results here.

Wish me luck

It IS shit, but its britty gud for a first go around. Do it again. Then do the UVs.

Rigging it to move with the radius and ulna might be hard if you have no idea what you're doing and the program you use doesn't hold your hand enough

>how hard
Yes.

>full time job kills the dev
It's not a meme. Anyone who has been a gamedev while working full time or going to school is super human and deserves the utmost respect.

I literally cannot stop myself from making dumb space things when I start thinking too much about dumb space things. This isn't even going to go anywhere, it's just another screwing around project while trying random things that have been floating around my head for the past few months.

In the past 4 hours I ended up writing the absolute basics of space fighter physics and control. There’s no drag, so any straight flying is achieved by firing thrusters. There are more thrusters pointing up/down so it straightens out quicker in the vertical versus horizontal.

The flight control logic is at its most absolute basic right now. I’ll probably experiment later to get something that feels nicer and not as rigid. I’ve had a couple shower thoughts about how to make this kind of thing feel more natural. Especially when you fly backwards you get unintuitive movements that don’t feel like what you were expecting. I suspect that if you progressively relax the straightening behavior as the backwards component of your velocity vector increases, it’ll feel smoother.

Something else I’m very curious to experiment with is modeling suspension of landing struts/gear. I think I know how it’s done, but I’ve never actually done it myself.

Looks nice and fluid user

In all my time here I have only ever seen creative devs work with Unity. It's simply the best engine for creative next gen devs.

>literally rip off HoC
>complain a name is too "american"
you are so delusional googum.

But will it have building?

How do you get this kind of look? It looks so gentle and warm.

>yeah, one problem with it though is how american-centric it is.
That's because Americans made it, which is why it's the best, kind of like this website, hint hint foreign fags get out.

Excessive amounts of post-proc

Color pallet, my dude.

really powerful electron microscope

>they want to shit on me so badly that they try to stop me from being self-critical
love yall too

You can tweak shaders to achieve the effect, I think through Fresnel but I've never really looked to deep into it

And like
said, a good sense of color theory

It's so weird to see classic Simon have a jump animation that isn't him just crouching in the air.

Will your game have realistic pregnancy?

what to do first?

>body animation
>body modeling
>level modeling
>level physics (dealing with vertical slopes and sorting out the triangle optimization)

the last two I've done very roughly so that they are workable, the other two I haven't attempted

I'll need to do all of them eventually but they each take a few days

Well

You shouldn't do body animation before body modeling

well I'm just doing arms and legs so it'd be testing with just sticks first

The modeling part would be making the actual thing

strong subsurface scattering

Really makes you think...

Damn what is it even rendering?

Nothing I was just importing a FBX file, worse part is that the memory won't get cleaned up when it finishes so I have to start the engine again

:')

I'm writing a server for a multiplayer game.

Should I go with Node.JS (javascript), Java, or .NET Core (C#)
Keep in mind there will be plenty of socket usage and database interaction.

hi Hitch

well nothing is preventing you from writing your own importer

>Keep in mind there will be plenty of socket usage and database interaction.
from my experience there wont actually be that much usage of anything. use what you feel comfortable with.

You need to find a button that says recalculate normals and press it.

You need to find a nice train track and lay over it.

Go for java it's extremely decent when used server side and most of the tools you need are already in the api, .net core isn't mature yet on linux but MS is working hard at fixing the various problems so give it a bit more time.
However if you want to shit out a prototype fast consider node, it does a good enough job until you want to get serious.

I shouldn't have wasted this much time on modeling but at least now I can finally start animating. I'll make a proper texture some other time.

Too many fps you stupid.

threw up in my mouth, thanks a lot.

don't listen to , go either C# or NodeJS, Java fucking sucks

>Java fucking sucks
>recommend node
Explain yourself.

.NET Core isn't mature on Windows either. Q1-Q2 2017 will be the time when it takes the throne.

That being said I would take it over anything else any day after using it in a few projects.

Go with .NET Core, you won't regret it. Javascript sucks.

Nice boobs.
Now tell me what the hell happened to that ass?

Anyone know if this game has already been done (other than warioware)

youtube.com/watch?v=JW_vjGSZWv0

>Java sucks
>Use NodeJS

Certifiable proof that you have absolutely no idea what you are talking about.

a generic infinirunner?
Yeah m8, they were pretty popular a few years ago

what's popular now

Thanks and yeah butts are really hard to rig! They deform so poorly when the thighs move around. I tweaked the correction bones a little, is this a better at all?

go check the appstore.

Makes me want to boot up my NES and play some Castlevania again.

You are not getting any better than that, it's fine like that.

Better. Butt I believe that user meant it should be bigger.
I second his opinion.

How do you viral a game on Veeky Forums?

Pharah clone?

Man
VR is pretty fun

node for web games
java for not web games

mfw every 'game' i ever make ends up being a simulation of some sort in which you are basically just a viewer

Please be the first one to make it a real first-person game.
Work around the awkward arms and make a ridiculous protag or something.
hover arms are holding back VR games.

This is a magic dueling game, I don't have the budget/time/skills to make a fullblown RPG.

>a magic dueling game,
No one said a full RPG.
That sounds fun

Ah, yeah. Thanks!
I'm considering having floating hands, or just using some sort of other thing to explain away the dual casting... objects, whatever they end up being.

post in /v/ threads and hope people respond.
But don't spam.

Any /v/ threads you recommend? Or just shotgun method

JUSTICE RAINS FROM ABOVE