/agdg/ - Amateur Game Developer General

DINO JAM IS ON
itch.io/jam/agdg-dinosaur-jam

> Play Demo Day 11
itch.io/jam/agdg-demo-day-11

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

> 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/i0W2tVRS

> Previous Jams
pastebin.com/qRHNpCbZ

> 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:

seacowhero1492.itch.io/sceptre
docs.yoyogames.com/source/dadiospice/002_reference/rooms/room_goto_next.html
rattower.tumblr.com/
thumbtackdev.tumblr.com/
twitter.com/SFWRedditVideos

C++

sucks

ok before i start working on actual game stuff
how many other people are making a bullet hell style dungeon crawler?

Good OP

Its going to be cold and snowy this weekend, time for maximum progress

thanks

I'm in Gamemaker and this is my first time making a game, I found the code for switching rooms and I'm wondering if I should make a unique case for each room or make a reusable object collision and use a custom variable to switch from room to room.

does that guy making the first-person RPG with the fists in a dungeon and a knight dude have contact information anywhere?

"bullet hell style dungeon crawler" is a fairly common "starter game" genre in a post-nuclear throne world (see gungeon, neuro-voider, etc.)

have a gimmick, be extremely competent, or produce for fun/practice rather than money

drinkgni :)

Wait, you just mean "thing you hit that sends you to the next level"?

just have a player event for collision with your "go to next level" object that runs the "go to next level" code, you don't need multiple objects to handle that

seacowhero1492.itch.io/sceptre
prototype for my newer game
not exactly a bullet hell but a fast action rpg with predetermined levels and a doom like level and weapon design

>Good OP
The pictures isn't even gamedev. OP is once again a faggot.

docs.yoyogames.com/source/dadiospice/002_reference/rooms/room_goto_next.html

Run that in the player's collision event with your room transition object.

Like I said, go watch some Shaun Spalding/Tom Francis/Heartbeast tutorials.

>code layering function
>rounds float values from 0-1 into n layers
>test code
>for n = 3, there are 3 layers
>for n = 4, there are 4 layers
>for n = 5, there are 6 layers
>for n = 6, there are 7 layers
>for n = 7, there are 6 layers
>for n = 8, there are 10 layers

I'm not properly trained to deal with this level of wat.

I've finally decided on what game I'm making.

A diablo clone.

Wish me luck or give advice, either way.

recap images

A pretty small bit of progress. Not a major improvement, but learned about some cool stuff I can do in Blender for texturing. Didn't realize I could have multiple UV maps for tiling and bake in materials and other stuff like that.

Give the player more non-cooldown/non-mana-cost (basic, free, whatever you want to call them) abilities that are class-specific that allow for a higher skill ceiling. Movement and non-ability-based combat in diablo-likes are fucking boring. Make something where, even when I'm not using my special limited-use abilities, I have interesting things to do.

good luck

make a demo with a raptor character and submit it to the dino jam

16 days!

i think a cool idea would be a meditation ability that lasts a few seconds but restores mana when not interrupted

I didn't see him in the last one anywhere

it's this guy by the way

The warp function of the lightning weapon is now a separate button like the ice block is with the ice weapon, and the hitbox is a bit larger too. Originally this was going to be a 8 direction warp ability but I feel like this will work out better. This also gives me an excuse to add in actual air dashing. Personnel

Any Megaman Battle network fans? I want to make a game with basically the same battle system for pc, but with a totally different premise (nothing to do with technology).

Starter working on it a couple of days ago, using all placeholder graphics, mostly stuff from mmbn.

rattower.tumblr.com/

cool, thanks

how cool would it be to apply butter to your toast using a samurai sword ?

>Any Megaman Battle network fans?
My MMBN2 playtime tracker topped out at 999:99. I only ever played one real life netbattle.

Welcome to the club, battle network clone dev #6

Going to look up those tutorials, thank you

I know you guys probably get a million "how do I do basic thing" posts but thanks for not biting my head off, the /v mentions made me think this thread would be hostile but I really appreciate the help

nice, you got a tumblr?
There's another dev here that's doing something similar.
thumbtackdev.tumblr.com/

is this bad level design

Jesus christ man don't do that

If I wanted to shill i'd have done it myself

Googled already and I couldn't find the solution to my problem

For some reasons trail render isn't being shown on my game sceen but is in my scene view.

not being culled

No problemo. When I direct people to those tutorials I'm not telling them to fuck off, it's just that they're an excellent resource for beginners to get acquainted with the language before they branch off on their own.

>battle network clone dev #6

Weird, I've been here a couple of years and I've never seen anyone else working on a mmbn clone.

Its something I've wanted to do for years now, and now that I've done (and by done I mean half done) many games, I feel like I have the knowledge/work ethic to make it a reality.

I just hate working with placeholder sprites, because it limits my ability to think outside of the "mmbn box" in terms of game design and especially HUD/UI.

free publicity
hipster

So I went to /g/ to try and find a generally approved or or hopefully user built guide to learning programming, and was disappointed

This is my home board and this is the thread I figured was most likely to be helpful in that area so how do I learn programming?

>3 normal keys needed to enter
>only path 1 and 3 contain a key each
I dunno, do you want your players to finish the game?

>complaining that someone cared enough about your game to link another someone
I'm none of the people involved in this conversation, but that seems a silly thing to rebuke someone for.

Well, what do you want to program?

nice
yeah i knew if i didnt fix that i'd get some shit about it lol
idk i want one of the paths to reward you with something like another level entrance or something instead of it only being a key each time
so im guessing 2 keys

I don't. I literally started last week, so haven't really setup anything "pr" related. Will do that once I start putting up non-placeholder graphics.

I'm trying to get a complete physical collection of the games, still missing a couple, once I get a bit more money hopefully I'll be able to get them all. It's hard finding them all in case though.

anybody here that can make music like Com Truise ?

>Final boss of this shmup is a giant robot that you can destroy piece-by-piece

>You have to destroy it before it re-enters the Earth's atmosphere

>Straying outside of the boss's slipstream will result in your ship taking damage from re-entry heating

>As you take out parts the safe zone gets smaller and the boss moves around more vigorously, forcing you to follow a deadly rhythm

Is this original?

thenewboston on youtube

then read a book

The architecture firm I'm working for likes to indulge in "research" in between jobs, they want me to look into writing a program that will generate possible combinations of ramps/stairs/elevators between two levels. I've been getting my head around path-finding but I'm too amateur to map out what a framework for solving this might be. Has anyone tried this sort of thing? Any direction would be super appreciated anons, I'll post some progress when I'm back at work Monday.

I don't know, it kinda came across as "check out this it's totally not me guys" shilling. I got a little flustered and didn't mean to sound mean

>tfw you moved houses and lost your original copy of Blue and Gregar

There's been a couple MMBN-clone projects popping up recently, There's 2 in the AGDG discord and another that had a kickstarter that looks terrible :^)
It's been about 10 years so I guess the withdrawal is starting to set in

oh come on this is a basic game design question you bunch of nodevs

Well my problem is that I don't even know where to start
I'm vaguely aware that it would be doable to make a text adventure without too much trouble as practice
I still have the gentoomen library mostly intact from somewhere which seems to be a large library of reading material to draw upon so yeah
I'm just overwhelmed by the large amount of possible places that claim to good and wanted a solid opinion to start with
Kind of doubtful about youtube as a teaching tool to anything complex but I'll take a look

this is a great way to start a thread

Finished 11/12 of these tilesets ah yisss

You just want to get started on programming right? thenewboston can teach you the ultimate basics. Then read a book on the guidelines of the language.

For those of you who have played mmbn, what is something you would like different from the real game?

For starters my protag will have a sage/mage look from Fire emblem, but more modern. Chips will be spells, and combinations are totally gonna be a thing (I'm thinking of making less spells in total, but that each spell has atleast one possible combination with another one).

I was also thinking of implementing something of a "risk/reward" thing, where if you held the attack button, you're character would stop moving for a bit, but if you released at the right time it would shoot a more powerful version of the spell. However I don't want the scope to get out of hand.

Thoughts?

Another tool would be something like codecademy.
Although I have a nagging feeling someone is about to write me an essay on why that's a terrible idea, enumerating all the ways I should feel terrible for having it.

Alrighty
my unfailingly optimistic friend has convinced me I can do this so I'll try it
well even if it's shit I don't know that yet

thanks lads

Sounds original enough. Odd of you to post a game whose final boss is a ripoff of Devil Gundam when talking about originality

I only played 2 through 4 so I don't have a complete picture of the series, but I always felt like non-chip abilities went slightly underutilized. Stuff like the hubstyle guard that could be used on demand, that sort of thing. The mechanic you described sounds interesting as well. The various styles throughout the series were my favorite aspect in general: various twists and modifiers that changed the way combat was approached.

I'm kinda rambling, but those are the types of systems and features I'd tell a developer to focus on, bolster, and create permutations of in order to make the MMBN formula their own

Yeah, I'm planning on revamping the whole customization aspect of the game, and making it more prominent. If you don'T remember in mmbn you could different effects onto megaman such as more hp, resistance to certain elements, etc. in a sort of "puzzle" where each upgrade had to fit in a certain way. I would like to make more interesting upgrades, certain abilities which you can use whenever, etc.

As for styles I too love styles/versions/etc. The thing is I'm no artist, and I understand that something like that means a lot more work in terms of art design, so it's something I would like to do but we'll see (I would like to avoid just recolors if possible)

i might have made it a little too dark

Sounds neat. I don't know about original, but why should that matter?

>tried to make little 3D physics game
>player just spins and flips around instead of just moving

Nevermind, physics are lame anyways.

>well even if it's shit I don't know that yet

If nothing else, it gets you up and typing lines of code and running them right away. And there are lessons in a bunch of languages, so you can pick whichever one looks the least incomprehensible to you.

Zooming and panning works now.

Wait so I don't have to do html first?
okay
We used C in my class so I might still have some fuzzy memories of that

Any of you guys have a GDD template? But a small concise one , not one of those with 100s of pages.

No, you don't need any HTML stuff.

The site is a little bit obtuse. If you're logged in, click "catalog" in the top right corner, or if you're logged out, scroll all the way down to the bottom, and you'll see a list of lessons.

The one's that teach you the basics of programming specifically, afaik, are Java, JavaScript, Python, and Ruby.

are you planning on selling this game or its just for fun? cause i could help with the graphics.

Resources popup

>being a weeb and/or engine"dev"

>not knowing how to make your own game

added a guy (most of him), mid sections are done by script so I just have to plug in numbers for that

Are you using proc gen for these levels or handmaking them? If you're hand making them, then you should really have some sort of basic plot for each dungeon with different mission objectives instead of instead of 'kill boss -> get blue keycard'.

>yes I am gamedev
>I am making my own open source engine in C++ and will soon have a pre alpha beta to preview with working collision detection and lighting for horizontal surfaces so the floor is no longer a black void like my life
>I will have a game or something like a game complete in 2082 just before I die
>it will be a shitty game but at least I didn't copy paste it into Unity or just make games following GMS tutorials like everyone else
>I did it the special way because I'm special

handmade
yeah that makes sense
i guess it would be good for the first dungeon at the very least

...

t. salty shit programmer

those who can, do

those who can't, are jealous

>DURH IM A ENGIE
>I make duct tape and elmers glue imitations of a gamedev studio using carefully pre-written plans already completed by countless other engies through history because engines are fundamental and not creative or difficult to make
>i am making a subpar 'engine' which is also my game! but it's a game done 'the hard way' which makes me SMART!
>gamedev is really about enginedev which isn't really about games it's about me trying to be smart!
>DURHH

you seem to have some insecurity issues. did an enginedev fuck your gf?

is this QWOP but with blowjobs?

just like
make game

no but that's a good idea

i have a game and an engine

what do you have?

a game and an engine
i didnt make it but i have one that works for me
im not that guy but i'm not a programmer, i'm an artist and game designer

...

that's not your engine and that's not your game because you only have limited rights to run those game scripts and assets in that engine. you own nothing.

for what? i'd like to see if i can do that kind of stuff

Pretty sure once those deposits hit your bank account they're yours buddy. Stay liberated with your libre software libtard.

I've dabbled i synthwave stuff but never really committed to it, but could probably make some similar stuff. What's it for?

enjoy having no ownership of your game cuck

I bet I can guess the engine.
Unity

youre full of shit lol
nope

I don't foresee any situation where the license holders on the engine I'm using would ever infringe on the relationship I have with any of my games. I'm more about just like making games and less about doing it the "right" way.

>logcat is completely empty
>can't use nsight or gdebugger
>no errors
>nothing showing up on screen
JUST

REEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!

WHY ARE MY PIXELS FUCKED UP I THOUGHT GAMEMAKER WAS SUPPOSED TO BE EASY. WHY ARE MY PIXELS DISTORTED???? REEEEEEEEEEEEEE

you could start with some free textures from some database and work them into something usable

do you have a target for what the art should look like for comparison ?

>28 second webm of no movement
at least it compresses

now check your scaling settings, I don't use GM so I can't give advice on getting perfect pixels

Did you make a 28 second webm of nothing moving at all.
I'm honestly offended.

for my video gaem.

i will have progress soon.

>use Godot
>click "pixel perfect"
>everything is pixel perfect
Godot wins again.

it's caled a katanner