/agdg/ - Amateur Game Devving General

More efficient workflow Edition
youtube.com/watch?v=ADlB0XFjsSk

> Play 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

> 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:

youtube.com/watch?v=VRPln502FO4
strawpoll.me/11559954
mega.nz/#F!cEw1WB5K!l94j6GAECJhE6F7UjPsebg
youtube.com/watch?v=ADlB0XFjsSk
twitter.com/AnonBabble

Fresh progresso

>instance_create changed
just fuck my shit, bitch.

Shilling is against the rules.

>> AGDG Chats
>steamcommunity.com/groups/vgamedevcrew
>webchat.freenode.net/?channels=vidyadev

I lost my wallet on Monday if that's any indication. Besides, it's worth me learning for my degree anyway

That timer seems a bit large for how long it has left

Redpill me on modelling humanoid characters.

Will I be bullied if I join the Discord chat?

Yes. By both the thread and the discord chat.

there is no agdg discord chat

...

Depends on how full of detail you want them and how well you can model and design
It's easier with a front and side ddrawing

I joined once and someone immediately asked on mic what game I dev

Way too much social interaction at once for me

youtube.com/watch?v=VRPln502FO4
>draw while animation is playing
wtf I love Gamemaker now. Not even Photoshop can do that.

It's not shilling. It's news/resources. If Unity or Unreal or Godot came out with a sequel then we'd post those engines too.

I don't see many situations where that would be usable.

>informing about new engine on game development general is shilling
Okay

that looks quite neat to work on

it is only shilling when i don't like the thing that is being talked about

Animating particles and blocking out animations. For example, animating a sword swing you could record the path of the tip of the sword.

It's shilling if you post links and pics of it in the OP. Just like that guy shilling his metroidvania in the OP.

>shilling

Chill out my man

I imagine anything but particles to be too finicky to paint when animating.

>Just like that guy shilling his metroidvania in the OP
I think that was user making fun of a devs shitty project, not a genuine attempt at shilling

But these days, who can tell

you are a retard, user.

You are the same guy that asks for the engines to be removed every thread, aren't you?

>It's shilling if you post links and pics of it in the OP.
>What is intention?

That's why I specified blocking out.

>tfw spent 4 hours in unreal trying to make a door work


well.. that's enough work for today

True. That picture was mostly a meme from my first attempt.

But seriously though- if I want to make a game where you can swap different pieces of armor or weapons as the character, should I be modelling every body part separately so they can be switched around or is there some other way of adding things to a main character 'model' in post somehow? I honestly don't know how the pros do it.

My game has been in OP at least twice and I've never asked for that. Not sure if you are talking about my metroidvania though.

Try using an image on the front and side to keep you on track.

This one's from "measure of man and woman" The books's meant as a reference for design engineers, and has drawings for almost every scenario imaginable, and measurements for 5th to 95th percentile size, so you can make plausible tall/small people too.

Shill dude

So the new GM..how much will it cost? Also, if I already have GMS, will the cost be reduced / free upgrade?

Yes but you need at least 4-6 months of practice before you are good enough to consider it

What do you guys use for rigging and animation? I've been using Blender but I've heard there are specialized programs that do it better.

>Set local Euler angles to (a, b, 0)
>Look at the Euler angles for on of the instances of the object
>it's z angle isn't 0

I am so fucking confused

What is it?

>Question has two possible methods of implementation
>Answer is "Yes"

Nigga.

99$ (supposedly), 40% discount

>that rotating boomerang
If you are tryharding, at least make sure to do it right.

>start doing newgame character creation shit
>realize I should refactor so that stats are separated from base, racemod, classmod, statmod etc.
>tfw simple but grinding gruntcode

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

You model the armour separately unless you just want to use a texture
But you need to be good enough first, you first need to be able to make the mesh to then think about armour and clothes

The size of these ellipse perfectly match the spheres doing the orbiting, but getting them at the right angle isn't working

In the pic from my script file I'm telling the Euler angles for Orbit to be (0, Longitude of Ascending node, 0), and in the console I've printed the value for the longitude of the ascending node and it's 0, yet the Euler angle is changed to 1.57 (pi/2)

so an user said last thread that I should add bigger leaf piles and change the grass color, so I tried that and also added some color variation to the trees, I need to change the position of some of the piles to reflect the change in size, but do you guys think this look good/better

Do you have a good reason for using an enum for the hit dice like that instead of an integer value denoting the number of sides?

What is the game about?
please don't tell me it's about exploring a huge forest catching begs, fishing, collecting minerals, leaves, flowers, talking to the quirky characters that happen to wander across the forest like you and set up campfires and sleep in tents under the sky
otherwise I will have lost my reason to dev

Trapdev here!

Since I've finished writing the story and the gameplay is nearly finished for my game, I made a map for the overall!
Keep in mind that the game is made to:
-be short
-allow the player to just go through the game without much caring
-while giving him the possibility to search for more in the land

In blue we have the "Adrikh Plain" where the player start, in pink "StaemDale upper town" (only pacifist zone), in violet the "Listenning Shore", in red the "StaemDale lower town", in brown "Under StaemDale", and finally in grey "Olean Temple/Olean ruins"
Each different color will be a different room, while each square in it is a screen. The sort of "+" between two room shows where it's linked.

Also the "not sure yet" dot will be used when what I have here will be complete. It's gonna be more "zone" that are optional, and probably the same length as the olean dungeon for each dot.

Basically, I'm first gonna make sure the game main part is finished until starting everythings optional, so I'm gonna do first the line between the start and the Olean temple, then the temple itself, and then I'll do the rest.


So why I'm telling all that? Because I have a question:
Is "everyday I'm making at least one room" a viable option to keep working, or is it a bad idea?

!!! IMPORTANT !!!

strawpoll.me/11559954
strawpoll.me/11559954
strawpoll.me/11559954


!!! IMPORTANT !!!

Vanilla is literal perfection.

Bubblegum motherfucker

Legit to shit vanilla.
It may sound boring, but there's so many kinds of vanilla.
I like french vanilla and natural vanilla flavours, and if you pair that with some rasberries on top shit is so good.
there's a flavour of gelato at the grocery store near by that's bourbon & vanilla bean, and shit is so good.

the big discord channel is pretty okayi think its vines?

>no moose tracks

its you who have shit taste

>Is "everyday I'm making at least one room" a viable option to keep working, or is it a bad idea?
>at least one room
>Each different color will be a different room
Are you sure you don't mean "screen"?

I meant screen, yes. Sorry for that typo...
My bad.

I'm too tired to even write a sentence...

Citrus / hazelnut. Come at me mofo.

Pistache is best taste son.

You are including icecream in your game, right?

That shouldn't be more than a soft goal. Quality will deteriorate if you are just trying to keep up with the quota.

that is magic

MUCH better

Reposting
mega.nz/#F!cEw1WB5K!l94j6GAECJhE6F7UjPsebg

Some jap voice packs for games I bought chap from DLsite some time ago. Use them if you want, I doubt anyone will care if they're not actually yours.

...

The thing is that I know myself too well to think that I'm gonna finish something without giving me quota to follow.
That's why I'm asking. Is it a quota too big?
Is it a quota too tiny?
Is it the wrong way to think?

Is it ti sI?

I think this may have something to do with Eulerangles not being allowed over 360 if anyone has any experience with that?

Cream (egg/eggnog) ice-cream > Normal ice-cream

That is a question I can't just eyeball, there are some factors in play I don't know about. How big is each screen, what did you set for yourself as a standard of quality and quantity? It really depends on what you plan to do with each screen and how much time you can put into it. Do you have the assets already? Because that will be a big time consumer.

But overall I guess it's a good plan. Just don't be too harsh on yourself when a screen takes longer to finish.

that new christina aguilera song is catchy as fuck just saying

Kill yourself

Living on the edge.

well, that's where I think I'm going in a nutshell, but atm I have nothing but a tech demo with no gameplay, and as I said to some anons on the previous thread, most game here never see the light of day and I just really wanna play a game like this and the more people that are working on something like this there higher the chance that something might be completed.
and I for one, would buy you're game user.

Good to know I'm not the only one who thinks so.

You should be able to manage a screen a day unless your screens are fairly complex, or there's some interconnectedness between screens that's going to make the later ones take exponentially longer.

where is your game

Assets aren't hard to make, since they are just in black and white.
Well, so I'm gonna try like this and if that's too hard I'll do a screen every two days.

Screen aren't supposed to be complex, and interconnections aren't complex. There's only two screen with non-classical connections.

Way better

Then yes, you should be able to manage at least a screen a day.

Made small progress with labels and lamps.

Okay.
Well, obviously, no screen for today though...
I mean it's 20h o'clock.

game idea strategy game like age of empirest but you take control of a character during important parts like ordering the archers to shoot from the castle walls when an enemy has been spotted or taking over a soldier when you invade the castle with the mission to kill the king

motherfucker you gonna be one day behind quota ON YO FIRST FUCKIN DAY

So I know everyone shits on Radiant Quests from the like of Skyrim and Fallout 4, buy as a small dev with less manpower, would it really be so wrong to include randomly generated quests like that to my game? As a way to generate extra content instead of replacing good stuff.

Man, I've spend my day working on the game, and I don't have the time to do a interesting map now...
I mean I go to sleep in 15 minutes.

>I mean I go to sleep in 15 minutes.
Okay fine.

how do you deal with not having the art you need for you game?

Every time I begin to develop I can never find the art I need in order to actually prototype it.

What I mean is a very core part of the game is related to the perspective, or some other cosmetic part of the game, so because I don't have it i can never test anythign out

You've got some pretty simple options in front of you.

Don't develop games where core components of gameplay are going to be dependent on nuanced art that you can't prototype, get someone to do said prototyping for you, or learn to prototype said art yourself. Those are quite literally your only options, so go ahead and pick.

by making it

use cubes/squares/blanks things and your imagination.
A character looking like they're walking/running/wall jumping as no bearing on actually performing the action.
A day / night cycle doesn't immediately have to be visible.

In every situation you have the logic of what's happening, and then what's happening on screen.
If you can make the logic happen, you can make it look like it's happening later on.

Anyone doing the github gamejam in UE4? Would be interested in helping out.

>level design
this is a lot more complicated than i originally figured

>More efficient workflow Edition
>youtube.com/watch?v=ADlB0XFjsSk
FUCK NO

I don't increment or decrement them.

There are only these types of hit dice

I can still use them in math by explicitly setting their values correctly.

I can reference the enum using HitDiceType.ToString() for text output.

>caring about dragon drop

how about you watch a proper tutorial instead of tinkering to no end

you can get multi-purpose asset pack
i think its called "kenny game assets"

So if I made a game similar to an old small-studio casual game from almost 10 years ago, polished it, and sold it for cheap you think I'd make some money?

>Code not working
>Forget about issue and work on something else
>Code suddenly working
>No idea why

Blender tutorials are all shit
You could probably learn more by downloading some mesh and studying it

Posting the daily progress.

I still have to finish the grass and make something to put in the background, like trees. Pic related, it's starting to look good.