/agdg/ - Amateur Game Dev General

We make video games.

> 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

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> 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
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:

f-16.net/f-16-news-article4413.html
usoonpatrol.org/archives/2014/11/13/b-2-pilot-flew-longest-combat
youtube.com/watch?v=r1am005hBvs
learncpp.com/
learnopengl.com/
cplusplus.com/
youtube.com/watch?v=60ihI7VU2OY
twitter.com/NSFWRedditImage

>we make video games
lmao

does your game feature memes?

It has a meme slider for meme selection purposes

Nope. Just references to other games.

one of my planned steam achievements is "atleast you're not anthony burch" and it's for dying immediately after reviving without inflicting any damage on your opponents

memes just ain't what they used to be anymore

>be idea guy
>no talent, can't into art, might be able to into code
>ideas are probably garbage anyways
I'll give those ideas to you guys, if you want

How do i become neet and not end up on streets so i can dev and game all day?

Well, I deved 14 hours today and now its time for bed. It sucks cock though.. game dev consumes so much time, yet the progress is very slow, even though my game is small scoped i will have to kill all my weekends and pretty much all of my free time during the week to if i want to make any considerable progress
I am asking myself if it's really worth it.. game dev is fun, but i could be watching movies or playing games which is even more fun

Lots of work now for huge potential rewards in the future

please do

A big thanks to the user who told me about vertex colour blending!
This is fucking magic - And quick and easy as all fuck!

Depends on your load out I'd imagine. If you're flying with no weapons you can go further on the same amount of fuel. But these fighter guys probably do 8~ hours at most.

The really crazy guys are the B-2/bomber guys, they regularly train for 40 hour missions.

>potential
incredibly small chance of that tho
it's like going to work for one year an you only have .01% chance that your boss will pay you in the end
In case like that i can just buy a lottery ticket and have same chances to have money except i don't have to burn my free time to do it

I'm an ideas guy, I'm and artist, I'm a programmer.

I'm a pioneer, I'm an explorer, I'm animated and I'm cumming

pokemon go but with procedually generated waifus

When's /apgdg/ ?

The longest F-16 combat mission was 13 and a half hours. That's not the norm by any means, but it's an interesting and related story.

>f-16.net/f-16-news-article4413.html
>13.5 hours, 69K pounds of JP-8, 2 piddle packs, 2 candy bars, and ½ bottle of water. Total for the two ship –23.5 hours.

the fuck does that acronym even stand for

RIP Winter Jam

depends on your game

you have control of your success. don't make a shit game.

Fuck yeah, that's looking good.

procedurally generated code with procedurally generated art. procedurally generated game with procedurally generated start.

do it i need ideas for my lgbt combat game.

I imagine it's Amateur Porn Game Development General

I'm assuming amateur porn game dev general

Anyone can make it. If you want to make it, do it, who knows if it will get popular or not.

And here is a 44 hour mission in the B-2

usoonpatrol.org/archives/2014/11/13/b-2-pilot-flew-longest-combat

Thanks!
Man, I'm so happy this actually worked out exactly like I had hoped!

I will practice drawing lots of hips and asses and tits and then I will make a porn game. And it will have weird feitshes.

Nah, just let it be dead. It's fine this way.

Can game maker's savegame/loadgame functions cause glitches if you change shit and then load a save file?

Had some wacky shit happening in a new room I made when I would load a save file, but when I just started the save file over it seemed to fix it.

New mc

A VR co-op platformer, with combat based around the two players moving in sync. The story is about two magical, sentient swords fighting back against their corrupt creator.

A crafting/survival game taken to it's logical extreme. The player(s) must build from the stone age up, either to a magitech age, or a hypertech age, depending on the cointoss in their world gen. Everything is based on real physics. You must strike and forge metal just like in real life, chemical interactions functioning exactly the same as they do here, etc., with trial-and-error being a huge deal. The end game involves the hypertech player finding new blueprints in their journal that they didn't write, leading to the creation of a portal that links them to a magitech world. Meanwhile, the magic faggots have been led to unleash Eldritch horrors upon themselves. Its up to the players if they cooperate or fight each other. Early players might not even realize the other world is the result of PLAYERS, instead believing it to be NPCs in scripted events.

I have more, still interested?

they sound bad. real life is not fun.

the mechanic of the first one is really good, if both players had room scale vr.

what is the gameplay

Real life isn't fun because you can't escape it. Also, that "problem" only applies to the second idea. What's wrong with the first one?

nice, where can i read more about it ?

the first one sounds like synchronized dance training. I don't want to learn synchronized dance

I've trawled the internet for a good description today, but it seems as though no one really does this anymore (some guy was using Blender nodes to blend various textures and vertex colors, but that wouldn't be very useful for games).
In the end I found a quite good video tutorial:

youtube.com/watch?v=r1am005hBvs

thanks, I spent half an hour reading about airplanes

Yeah that's the idea, the platforming is seperate, but in fights, when one weapon transforms, they move as one... our try to.

cool, thanks, i wonder why nobody uses it anymore ?

Military aircraft are extremely interesting. Really pushing the limits of our technology.

I think it's because texture map sizes aren't so limited anymore, so people just bake lighting to an image instead.

>tfw too smart to fly

Hey aggydaggy,

So since I can't stand GM's environment and Unity has shit the bed with its new monetary system I decided to start learning C++ since literally every single other engine uses it.

I remember someone here recommended "Jumping into C++" but it's from 2013 and apparently outdated. I also asked /g/ but they said books are for pussies and that the documentation is all I need.

I've messed around in Java/C#/Python/GML before so I've got an understanding of the basics.

Anyone here got any recommendations?

> people just bake lighting to an image instead.

ok, so why did you decide to rather use vertex paint ?

did unity change the price again

also rip your game

w-wait what happened with Unity?

What kind of game are you making? Because GMS2 just came out and its environment is pretty nice

my meme game was taken over by sjw.

your options are

win lottery

or

get really good at sucking dick behind dumpsters

Because I'm using tiled textures.
Baking a huge texture file for every level would be kind of stupid, when your actual diffuse textures are all jammed in on a tiny image.

I also like to get that authentic PS1 look.

Right now I'm making a 2d top-down rpg game. I decided to switch to GODOT since its similarity will make the transition from GM:S easier and I find its support of 2d+3d attractive for the crafting system I want to implement.

You don't.

You work a minimum wage job to pay for your $500/month apartment and dev every night between misery.

learncpp.com/

Then:
learnopengl.com/
(There's a basic game tutorial at the end.)

Also:
cplusplus.com/

> Unity has shit the bed with its new monetary system

yeah, it sucks pretty bad.

What it still has going for it though is the fact that you have to make 100k per year BEFORE you have to start paying.

That and the fact that you don't have to learn C++

is my obsession with hentai warping my perception of real intimacy?

Just like use Godot, my man. If your game is 3D you may want to wait for Godot 3.0 to release, because it will have a huge improvement to 3D. But you can start learning it now.

Great game development post!

has anyone ever recreated such a mission in a flight simulator and streamed it on twitch?

24 hour streams are really popular, doing something like that would probably get you a fuckton of subs and the dosh that comes with it

See, 2 anons got that right because they actually used their brain before exposing themselves as stupid.

Why didn't you do it stupid user?

C++ Primer 5th Edition

see

i have better things to invest my precious brainpower into than random anime shitpost

>Just like use Godot, my man.
Actually that's exactly what I'm doing lol, the built-in language is nice but being familiar with C++ would be nice if I ever need it or decide to use another engine down the road.

Unity perverted their own ideal when they realized that big titles and studios are profiting from it.

Remember when all you had to do is pay up to a $1000 licence fee?

couldn't you have sort of a shadow map that you could keep at a relative small size since it contains only relatively simple color info ?

I would try LOVE. I started learning it recently and I like it better than gamemaker.

Is it just me or is the cut pretty reasonable, for 1MAs at least? Unity plus is $420 (ayyyy) per year. Assuming you make exactly enough to need to pay for it ($100,000), that's a .42% cut.

So I've been working on this open source MUGEN-style Smash Bros engine for like three years and I don't think I'm good enough to finish it. It looks like garbage because I can't art and I can't attract any artists because it looks like garbage. The game runs like crap because it's in Python and I'm not good enough to understand a real engine.

Does anyone even want this? If I finished it would anyone even play? I've been posting weekly blog updates and doing dev streams for a year now and have barely broken 3 viewers. Should I even bother anymore? My code base is so unbelievably convoluted I don't even understand it anymore and it's taking weeks to make even slight changes. The framerate is shit on anything but the best hardware and I can't speed it up any more.

Why am I still working on this?

yeah, guess I can't blame them though.

Everything about the B-2 is extremely classified, so no such simulator exists unless you just make a B-2 model with another's aircrafts systems and shit. But then why bother?

There is a live raid over Hanoi involving at least 200 bombers, and probably another 1000 tactical aircraft over Hanoi though.

youtube.com/watch?v=60ihI7VU2OY

For the first? Parkour, melee combat, some puzzle solving.

For the second? The closest comparison would be minecraft or Rust. Staying alive, building and inventing, gathering resources...

it's still the most reasonable model out there desu and that's why I stick with Unity instead of going to UDK.

Nope. I think it would be pixellated as fuck if I didn't make it huge.
This way I get completely smooth shadows and highlights, and I can set colours and intensity any way I like. I can also choose to colour lights and shadows which aren't really realistic, which gives me a lot of artistic freedom to highlight and define what I want.
The drawback is that I have relatively few vertices to work with, and that the colours will "stretch" along all edges connected to the vertices I give colour.
I like it, though.

All software is moving towards a subscription model. I love it because it means I'm getting expensive software for cheap ($10/month for photoshop) but I imagine all the big studios hate not being able to pay outright for software.

JUST

But what about the 5 or so engines that are completely free?

Here's the thing:

1.) This is a pretty spectacular idea. Not that there aren't others doing something similar, but if it's actually open source then I think this could be great, and you could even get some solid Patreon support

2.) You would have to clean up your code base in order to do that. If you've improved over your 3 years it would probably only take about a month, and then your progress would be much better and faster and easier to share

3.) I really want to see AGDG Smash Bros

yes, absolutely, it looks great.

Thanks for answering my questions.

Are you going to be using that model in a game ?

doesn't have to be b2, wasn't there some pretty long fucking missions in ww2?

what engines would those be ?

the reason is probably that you can't do 3d in them.

Thanks!

No problem - I guess it's a bit silly to go to such lengths to recreate what is essentially and "outdated" graphical style, but I just really enjoy it.

>Are you going to be using that model in a game ?
Hopefully, yes, but these are textures ripped from a Spyro game, so I'll have to make my own before I get any further.

Ok AGDG

Now that finals are over I'm going to start a new project and try to have it done by the end of winter break. Haven't devved since one of the DemoDays this summer pic related

wish me luck!!!!

I want to try to get funding, but it's hard to get people for excited for some MS paint squares, you know?

And I can't find a way around the framerate issues in Python and I don't know if I can switch engines this late in the game. I definitely think people won't care about this idea in three more years.

Variables may store or be bound to an object but themselves are not objects.

First class functions can be seen as objects with a call method but in general you wouldn't say that functions are objects.

i've been looking for a decent smash bros clone for PC.

Can we have a lot of waifu's in it ?

Depends. Everything was relatively close in WW2 so missions at most were usually 6-10 for bombers.

There was B29 that flew for 24 hours I think though.

Good luck, user! I always wondered where you went.

im a gamemaker baby but i really want to dive into unity for the sake of learning. ive been spoiled by the simple built in functions in game maker like instance_create.

my question is how do i successfully create a gameobject at runtime specifically at the calling object's location? im trying to use instantiate and use transform.position for the position argument but im getting an error that you cant convery transform to vector 3.

sorry for being retarded

Like I said, I'm pretty confident in your ability to port this to a new engine, even if that means starting over. You difficulty probably came in the form of logic, not code itself. And as you rewrite, you'll catch old code that could be improved, streamlined, genericized. It won't take three years, probably just a few months

Only if your waifu is a square

Why did you write your own crap engine for this?
Why not just use Gamemaker or something?

agdg tan is so fucking ugly and generic at the same time
she's also forced as shit since no one likes her

Try and garner support from prominent indies by having their character. People will recognize how cool it can be to have smash with any characters they want.

what would usage of a non-forced tan look like in your opinion