/agdg/ - Aggressively Generating Dinosaur Girlfriends

Dino Jam: Not quite as dead as actual dinosaurs!


>Join the Dinosaur Jam
itch.io/jam/agdg-dinosaur-jam

> Join Demo Day 12
itch.io/jam/agdg-demo-day-12

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

> Play Halloween Jam 2016 games
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

> Engines
Unity: unity3d.com
UE4: unrealengine.com
Godot: godotengine.org
Haxe: haxeflixel.com
LÖVE: love2d.org
GameMaker: yoyogames.com/gamemaker

> 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:

scarfdev.tumblr.com/
strawpoll.me/11765582
twitter.com/SFWRedditVideos

>2016
>Not using your own engine

Reminder to put hidden goodies in your game for the players that really care

Only Jews sell video games for money. Be a good communist and release everything under GPL.

Working on a boss fight for the Haunted/Halloween world

If I'm a neet and devving am I wasting my life?

Moveable block stuff all seems to work.

Reposting from old thread to bring progress to these sacred lands.

Eureka, the fucking lightbulb!

I have, again, rewritten a big chunk of my code. At first, I was dissatisfied with how the FSM was handled, so I tried myself at Godot's yield() functionality. The results were.. unusable. Another reason for the rewrite was that I didn't like the way it handled movement.

The first version closely oriented itself after Jeff Orkin's paper on GOAP for F.E.A.R., in which a given entity was switching between animation and movement (and interaction as a special subset of animation) in an FSM structure. This meant looking at the next action in the agent's plan and determining "am I in range for that?". If not, the agent would switch to movement and only continue with the next action once it reached its destination.

I said sod that and implemented movement as a subset of actions. This way I could do away with the FSM part and replaced it with a simple action queue and custom update cycle. This also leaves more room for compositing entities with different movement types, which I am keen on.

This is the first iteration of the system in which these grey little fuckers move the way I want them to. They are actually simpler than the herbivores, but so far they denied me their cooperation. Not anymore. This is a major breakthrough.

thats a pretty nice idea

really generic, make it a monster who's flesh you knock off to reveal the bone inside. make it 3 tier of flesh, muscle then bone and you have to take off each layer to hit the switches.

Can you make it fire stakes that disrupt the table movement?

Nth for being able to land just fine on moving and spinning platforms thanks to this user

Getting Legacy of the Wizard vibes from those block pushing mechanics

I am currently neeting and devving. It's been the best few months for a long time. Sure, there is the depression, fear of failure, social pressure and all that jazz, but fuck it. I'm learning like crazy. I can only become better through this.

And you, too.

Good to hear, since that's what they're based off of. Same mechanics to push as in Legacy of the Wizard.

You don't hurt yourself if you jump straight up, hold up and land on the block, do you?

Nah, decided not to have the blocks damage Anubis since that would've actually taken a lot of work to implement with our physics system. Instead there's just a beep and flashing of the block letting you know you can't do that.

Don't let your dreams be dreams. This was actually a bit tricky to land on. Dude I'm loving how well this works. Exceeded all my expectations.

Does anyone here understand marching cubes?

I've got half the algorithm implemented but I just have some questions about implementation of the "isosurface".. Right now I'm just selecting vertices to enable and it's not doing any linear interpolation. Any help would be appreciated

How did you do the HUD?

I'm glad you asked that when I could shoot you that one. I'm happy to see you so excited.
:10 looks like there's a sliding physics glitch. It isn't though, right?

why does it shake AAAAHH

Boop. I'd really like to know how you accomplished this heads up display.

that's called juice user. throw some thrusters on the back and you're golden

round the position down

has anyone here tried to become a leader and seek other people help IRL or online (paid work)?

It's got thrusters on the back though, they just don't work yet

How do I do this

When you set its position, instead of new_x, new_y, you set it to floor(new_x), floor(new_y).

>they just don't work yet
what, you can't be bothered to make a 3-frame loop?

I meant I haven't implemented their in game effect, not the animation.

Also that worked perfectly, thanks user

----[ Recap ]----
Game: Throbot
Dev: scarfdev
Tools: gms
Web: scarfdev.tumblr.com/
Progress:
+ replaced placeholders on dashing/fumble sprites
+ added continue screen
- played video games most of the week
+ it was fun though

with jumping like that, i'm not sure that robot even needs thrusters.
or are we talking about two different things?

It jumps with its legs. There'll be a button that turns on thrusters so that you run and jump fast as fuck at the cost of energy drain

At exactly 0:10 it did seem like the zero wasn't set correctly, but at 0:11 I did zero throttle again and it worked right. I'm not sure exactly what's going on there, maybe it gets confused when I'm carrying a residual throttle setting or something. I'd have to look into it. All the forward/reverse aside from 0:10 is what I was deliberately doing. Without the HUD in third person it's a bit hard to tell what my throttle setting is, which is why I kept going forwards and back halfway down the runway.

Here's what it looks like with all the masks turned off. It's just a bunch of masks and stuff moving around.

The flight path marker is me just taking the velocity vector, projecting it out like 1km, and then drawing the FPM on that position.

The heading scale is a bunch of numbers arranged in a row that slide left/right based on the heading. You have to make sure that you have extra numbers on both sides of the scale though so it loops nicely and doesn't look like there's an edge.

The pitch ladder rotates based on the ship's rotation, and the ladder itself (which is a child of the ladder's rotation element) just moves up/down based on the pitch. I generate the rungs of the ladder at runtime though, because it's very tedious to make them by hand. Doing them procedurally also lets me do stuff like easily change the spacing of the ladder.

this was a neat bug

Neat

when life gives you lemmings...

Delta timing in GM introduces so many issues

If the frame rate varies, then all the image_index values stop being integers. Then any statement that triggers on a certain image_index won't trigger and everything gets fucked up. How do I prevent this?

hi
can't record webms without losing all frames dunno why
heres a jif

Can someone link me to 2D animated sprites of cute girls fighting. Pixel art or anything is good.

I'm going to add my neural network to a platformer game, and I want the neural network to control my companion, and we can interact.

I started smiling and laughing at the thought of telling my parents that I'm investing £5,000 in a pc to simulate the brain of a girl, so we can hang out and I can pretend that I'm playing with my gf online. So it's got to be a good idea.

strawpoll.me/11765582

strawpoll.me/11765582

strawpoll.me/11765582

anyone pls

Looks hot man, Show a 'jif' of gameplay.

All those college devs. Good job Goys

I love you, REMdev!

You leave Micheal J Foxbot alone. he's doing his best!

I want to learn game programming.

can you guys give me a list of games, from pong to something more complex I should remake on my own?

Pong, Breakout, Asteroids, PacMan, Mario.

Now the mech runs away when I try to get in. I can't stop fucking up

thanks
good point., im saving some of that stuff for other bosses. although i might use the layer mechanics for this skull

For a simple pong game should the paddles be a kinematic or RigidBody collider?

>generating dinosaur girlfriends

yes

...

>1200x1600

whoops

Recreate the scene from Gravity

do you make it for the dino jam or for the demo day?

where did the hungry hippos go

how's the vibrancy of the background ingame feel

looking at the gif, the background seems to steal all attention

are making some sort of genetic neural bots game? or are you just giving them regular AI.

does this mean that one can do takeoffs and touchdowns while both (the jet and the runway) are moving

koopa

I tried to recruit artists from Veeky Forums art general for one of the jams

Turns out that every single one of them is paranoid of getting taken advantage of. Their stance seemed to be "no free projects - pay or don't ask". Like what the fuck - they wanted money for working on a shitty jam game.

And then I googled around. And in every single drawfag gathering the sentiment was exactly the same.

So, artfags are the biggest jews of them all.

(old progress)

It's not because artists are paranoid of never getting paid for anything, it's that artists are justifiably correct about never getting paid for anything

i think pixel platformer is also a part of those rookie projects now

Artfags constantly get begged for free shit and they get tired of it. They get bitter about it because every minute they spend on your free shit is something they could profit from. The pick up line is "it's good promotion!"

i will never understand weebs

lel. wtf is this

what other items than shields and daggers can be put in offhand slot

Neat. What was the concept?

The power of programming in C

you need to explain what does "offhand slot" stand for

>sword
>even bigger sword

Got a chuckle from me

anything that's not 2-handed

I should be able to dual-wield bastard swords

Well, I don't know how you approached them, but my experience was this:

If you have an idea and want to gather others to make it, no one will come.
If you just want to make a game, and you build the idea together with the other team members, they'll join.

Occasionally artists hop by here who are looking for programmers, so my best suggestion would be to simply wait for them.

...

not main hand but still in hand
like a shield or dagger

Relics, talismans, spellbook etc. At least in WoW those are the stuff you put to your offhand slot if you are a caster.

What is this?

i specifically made it a different slot than a normal hand so u cant wear 2 of same item in the end

Porn mag

503-ish parts on a ship in REM, we're redoing the physics and gassing the old physx nonsense.

>we
Why do team devs post in agdg?

Not the dev, but why is that a question? If I get together with my friend to make something I'm (we are) not allowed to come here for feedback?

The concept is pretty simple and I haven't really fleshed it out, but I wanna expand on it.
It's just an adventure game where the player wanders around the city, meeting friends and for some reason, people are also after her.That's really all I got.

what? they expect to get payed for god damn jam games

>Artfags constantly get begged for free shit and they get tired of it.
this is a two sided problem here. Since none of them obviously don't go offering themselves for jam games, jam devs have to go to their sites and beg for free shit.

>They get bitter about it because every minute they spend on your free shit is something they could profit from.
Just like I thought - a bunch of clenched assholes. Why help a potential future employer get on their feet when they could be hired by an established employer (with whom they have no chance to work with anyways since they already have their dedicated artists).

Its literally the embodiment of a NEET's perception of dating. With the difference being that NEET's perception is self perpeptuated fiction.

>buckler
>two-handed weapons taking up both hands
>holding a shield and at the same hand also javelins or throwing hatchets or heavy 20cm metal darts
>war knife - its a foot soldier's bargain bin dagger

>look into two handed shields aswell

That's because you don't even have a game

I'm deving and it feels pretty good fammers.

oh do you mean because of the fang thingy

tell me about your comfy game

nodevving is comfy

Finally fixed the issue I had with the model's axis. Had to edit it manually so it took me some time to figure it out, but it worked, and that will allow me to use more decent looking animations instead of the garbage I can make.
Also you can hit cubes now.
Ignore how shitty the framerate is on the webm, seems I'm too retarded even for webm for retards.

>furry looking shit
>weebs

Nobody's complained about losing where they are while playing.

>giant eyes
>mouth that is shaped like "3"
>those facking fangs
>microscopic eyebrows
>eyebrows on a damn dinosaur
>"silly" hat
>strange leg and arm proportions
>modern day herbivore hooves as hands
>legs being just fleshy stumps
>no tail
>orange body color
>human stature
>wide and open shoulders as if this dinosaur evolved from apes

What is next then? Allowing big teams to post? Why not allow companies to post too while we're at it?

NSEW IN SPACE

>implying devs who own companies don't post already

ignore the triggered neet

In fact one dev even asked for feedback on his company logo