/agdg/ - Amateur Game Dev General

Just like make game!

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

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

> Play Dinosaur Jam
itch.io/jam/agdg-dinosaur-jam

> 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/wUh6itNN

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
Haxe: haxeflixel.com
LĂ–VE: 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:

kada.itch.io/slime-room
godotengine.org/article/godots-new-high-level-networking-preview
imgur.com/a/KJfQL
poal.me/u4pg4z
electron.atom.io/
twitter.com/NSFWRedditGif

first

Classic OP. Good on you. I'd suggest the following though:

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

> Play Dinosaur Jam games
itch.io/jam/agdg-dinosaur-jam

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

> Previous Demo Days
tools.aggydaggy.com

> Previous Jams
tools.aggydaggy.com

> Recap Mondays
homph.com/recap

> AGDG Games On Steam
homph.com/steam

> Helpful links
Website: tools.aggydaggy.com
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Engines
tools.aggydaggy.com/engines

I've also started working on explosions (and a warhead component) for stuff that explodes so missiles can finally remove themselves when they hit stuff and/or expire.

Now includes frogg, chefasaurus, and police skulls
seen here:

But you weren't first to post progress, so it doesn't count.

Now that's a solid way to gain style points with the community.

well I'd suggest not being a faggot

What engine do I need?
Isogenic
Impact js
godot
haxefixel

making 2d castlevania NEED multiplayer.

The only caveat is that it's approximate, but you can easily make it arbitrarily accurate (within a limited relative precision) by adding more iterations.

It's definitely good enough for rendering.

>tools.aggydaggy.com linked 4 times
What the fuck are you doing. The current OP is perfect. It's short, it's full of information for newdevs, and it has information for all the jams and demo days. It doesn't need any more or less.

it's my own little way to reward progress and cute reptiles

>Wanting to keep pastebins and a deprecated list

The point is we already have a resource for that shit in the OP. We don't need out-of-date pastebins.

LD37 game for 'one room' theme

You move a room around a dungeon with switches on the ground and have to use the walls to push enemies.

Its a webgame
kada.itch.io/slime-room

any other compo games out there?

>out-of-date pastebins
Tell me which ones are out of date, I always update them. It takes seconds to update a pastebin so it's not like it's a problem.

The website is often times more outdated than the pastebin.

a cute

Godot is definitely a top tier 2D engine. I haven't tried making multiplayer with it though. But it does support multiplayer.
There is a high level multiplayer API, and demos for it. But it's not in a stable release yet, so you'll either have to build the master branch yourself, or use a custom nightly build.
godotengine.org/article/godots-new-high-level-networking-preview

>Tell me which ones are out of date, I always update them.
Well it ain't the fucking logo.

>The website is often times more outdated than the pastebin.
The website is currently up to date. Your pastebins are not. The website has a more expansive and descriptive list of engines than the OP. Why is it still a part of this?

Linking from the last thread.
New waifus.

Solid entry, I enjoyed it.

It's just shit for debugging because i can't read it and go "yes, this is correct!" (If it is used as a black box in some kind of library that's proven to work a million times I really don't care).

I hope people are fine these days if a game doesn't have futa, rape or other craziness. Because I don't want to paint stuff like that (only consensual tentacles and sex).
cute!

>The website is currently up to date. Your pastebins are not
It took the website a month to finally update, meanwhile the pastebins were up to date the entire time. And the pastebins are absolutely up to date currently, did you even click them? I just double checked them. All the current/recent demo days and jams are in the OP, the rest are in the pastebins.

Thanks. Forgot to post the link to the imgur.
imgur.com/a/KJfQL

Let's settle this OP bullshit. Vote.
poal.me/u4pg4z

Old game idea turned out to be not fun unless it had a much bigger scope, trying out new idea

How do you like my 30 mins of progress

where's the option for "stop shitting up threads with this literally pointless bullshit"?

You can make your own option for that.

that parallax is all wrong for space travel. The ship would be moving thousands/millions of times the speed of light for that effect.

all right uploaded the requested high res porn pictures, this time, to /ic/.

Legs are progress.

We have tried before, and it never works because there is no way every fucking guy that makes the threads at different timezones gets the memo.
Don't waste your time

thanks !

Holy shit, wish I could draw like you.

this is some sexy shit right there

why are you guys so bad at pixelshit?

where is your game?

If you are German the best anatomy book around "gottfried bammes: die gestalt des menschen". Other than that just patience and life drawing also helps.
Thanks!

>german
>doesn't want to draw weird fetishes
Volksenttäuschung.

Because I'm new at it. Why, do you know how to get instantly good at it? Or a way to improve that isn't "be less shit" and "practice/loomis"?

I just like good looking girls. I don't need them with dicks or fur (though temporary magical better strap-on dicks are fine probably).
There are possibly ways to improve faster, but it's still just practice, use references, draw from life and well whatever is fun enough to keep drawing.

Fix your Necromancer please. No legs and more ghosty

Not german sadly, but will definitelly practice life drawing. Thanks.

Is it possible or practical to package an html5 game, which is playable in browser, so it can be played through steam?
The only reason i'd want steam is for community ease of access.

Oops. The missile explosion event got bugged, causing missile to explode forever and never remove itself.

Looks pretty cool though.

sure
nw.js is what you want iirc

tree are progress?

electron.atom.io/

rude tree

Not sure why you felt the need to ask, then. Obviously, it's because we're not great at it yet.

I want to play an agdg game with cute girls!

c

wait, do you want to play (a game with cute girls) or (a game) with cute girls.

Anyone here ever made a horror game? If so, any advice to share?

I want whoever drew this to draw more /agdg/s

post agdg girls to draw

...

I didn't ask that stupid question I know what it's like to be bad and to fail at painting what you want to paint. Every artist has to go through that, and even if you are very experienced it will still happen sometimes.
I want both!

wait is that character a grill

A horror game or a thriller? There's important distinctions between the two.

What's the difference?

sure is

>tfw in the process of making my game I am also making a useful general purpose library

i guess one relies on fear and anxiety and the other mystery and suspense?

Maybe it's genre-fluid and identifies as both.

Horror games are more like Anatomy -- where the objective isn't purely to get your heart rate up. It's to add or reveal and explore concepts that are horrifying, like making you question whether or not you left the oven on at home - or whether abandoned homes are alive and are mad with hunger and rage -- not haunted.

Thrillers are more like Outlast, where it's more like a roller coaster ride that you can easily shake off the moment it ends. It's not aiming to add further demons for you to fear at all hours -- it's just letting you experience fear in concentrated, short, bursts that are obviously nothing you need to worry about when you walk away from it.

The aim of thrillers are to entertain you by shocking you. The aim of horrors are to damage you by warping your sense of reality or taking you to places that make you question things you took for granted.

>genre-fluid

>horror
>thriller
>holler
I can already smell the money.

one has thrills the other has horrs

Though obviously a lot of games have elements from both the thrilling and horrifying categories. I'm more talking about what the aim of the game is more than anything else.

Do you want to get the player to jump at scary things and get their heart pumping - or do you want them to stop in the middle of a hallway long after the game's closed for a moment, as they're pulled back into what they experienced when they see that coin laying on the ground -- knowing that it means they things in the dark may be hunting them at that very moment. That in my mind should tell you what sort of game you're trying to make.

...

Man, making a game is a lot of work.

Much more than I expected.

I just want to make something that's spooky. Something that scares you while playing, something that's tense genuinely startles you. The kind of game that makes someone "nope" and quit.

How was this game called?

That's the first step. Just keep grinding, divide your workload into manageable pieces, and work or study EVERY SINGLE DAY.

I'm at the exact same stage you are and it just gets harder and more rewarding from here.

You're making a thriller then, aye. My best advice for people making thrillers is: Tell, don't show.

Tell me there's a monster in this tunnel that wants to devour me. Tell me it's after me. Don't show it - not until the game has reached its completion.

Giving a face or a name to a thing removes some of its power -- a lot of the fear in things is in how much we can understand or categorize them.

Also, don't bust your nut. You want to edge the player if you want to thrill them; create an atmosphere that lets their own mind create a lot of the horror. They're going to be a lot better at scaring themselves than you are -- so give them plenty of reason and fuel to do so.

A lot of that'll come down to atmosphere. Sounds, particular light placements and brightnesses. Things that appear out of place - or move when they're not looked at. Things that go bump in the night.

A lot of people can make a game that can scare you good for a moment once or twice. It takes following the above observations to make a game that can keep its player in the throes of fear for minutes at a time.

Cheers.

Not , but just make sure you don't take "tell" literally. Please.

Okey dokey.

Oh, yes. I don't mean literally tell. I mean show -- but never actually show. Misdirect.

Your aim is to be David Copperfield doing live magic tricks in front of an audience -- not an audible.com narrator.

I hope you find all this information useful and that it helps you make a game that makes people shit themselves.

>helps you make a game that makes people shit themselves.
I'm trying to do the same thing but get the lewd patreon bucks. gotta hit all the niches

back to regular game, progress on some alien room sprites

textures seem flat, there are seems, could probably stick some struts where the seems are at.

does anyone know some good scifi environments to rip off? been looking at halo stuff

Funnily, a lot of what I've written applies pretty well to erotic games too.

like shadows or sounds can tell rather than show maybe

or you can show indirect effects of what happened, footprints testimony from characters

Diaper fetish niche definitely.

I need engine advice m8's!
I want to make a castlevania style game with up to 4 players multiplayer but also possibly have lobbies and social aspects.
I'm thinking I want to do it in html5 so I can run the social end like a regular website database.
Advices?

html5 real time networking just doesn't exist, so no
There's nothing keeping you from doing http API calls from inside your game though

Guy maintaining the website here
Sorry for not keeping it better up-to-date, moved across country for a new job and my life was kind of hectic but it's settling down now and should stay up to date without massive delays like that. Reminder that I DO read the suggests and feedback sent through the form.

Anyway, don't mind me, I don't want to enter any arguments. Just wanted to point that out.

phantasy star online
the dreamcast/gamecube ones esp

lotsa alien planet stuff too

sorry for thumbnail

working on the text display

what a wonderful skelly

I hope everything is going well for you. Glad you're back.
I do like the website a lot, and I'm glad it's still up.

That's a lot of words in a tiny window

why do i want to make friends with this skellington

>last-ish programming challenge solved
>zero motivation to make content
well shit.

Doin really well, got a new dev job and makin tons of money, working on my new game and generally bein an anti-neet. Thanks for the kind words, friend.

Hope your game's comin' along.

but have you seen the claims for Isogenic engine's multiplayer? It doesn't just use socket.io

i got tricked into watching extra credits and now i'm mad

is there a version of this that isn't shit?

there are very few things as satisfying as putting graphics into an already designed level, even if they are just placeholders. its like you bring it to life, man

/adgd/, what's your honest opinion on pixelshit?

HOW THE FUCK DO I DO SLOPES IN A 2D PLATFORMER REEEEEE