AGDG - Amateur Game Development General

Winter Jam never edition.

> 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
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=HLhazEa8wmw
youtube.com/watch?v=aH21DXduGks&feature=youtu.be
poal.me/694nau
poal.me/k7h7ow
pastebin.com/quLmkDgA
twitter.com/NSFWRedditImage

F-first to dev

>> 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
We were so close last thread. But you fags had to shit it up with your sourceposting until people migrated to the other one.

I'm smart, talented, and a great game dev. Making games is easy and fun for me!

Filtered!

just let this man's soothing voice explain how easy UVs really are

youtube.com/watch?v=HLhazEa8wmw

This is good OP

Now if only the Game Maker babies would stop putting UE4 and Unity at the bottom of the list

my town looks way less bad then i was expecting

its still source mod tier but its better then i usually do :)

need to fix the horrible shadow bias tomorrow

youtube.com/watch?v=aH21DXduGks&feature=youtu.be

Alphabetic order. Gay Maker is for babies though.

dope moire

Shouldn't Allegro be at the top?

source looks 1000x worse than that

thanks :)

Substance painter is on sale on steam is it worth it?

loaded question. software itself is top notch, but will you use it for your game?

>completely unrelated anime pic with logo slapped on it
you get points for using proper op text though

winners never quit

Undertale had incoherent game design, indecent pixel art and shit cakewalk gameplay , but you know why the fans and +1 million owners on Steam liked it?
Because the characters were there, they had their moments and were alive, they were designed for the fanart, the OCs, the fanfictions, the shippings and the fandoms and blah blah blah.
Anubisdev's furry characters are well drawn, there's some implicit sexy elements and blushing, but nothing happens. Some tumblr furries with a passion for pixelshit will grab onto that and make the magic happen.

gay anime op but whatevs

>they were designed for the fanart, the OCs, the fanfictions, the shippings and the fandoms
I doubt that.

You should have stopped at:
>the characters were there, they had their moments and were alive

Other than that, fair point.

>there's some implicit sexy elements and blushing, but nothing happens.
Ahahahah user Anubis has a full-on porn version

but you're not a winner

because you're not playing the game you're making it

i can't do it
i'm sorry /agdg/

toooo liiiitttlllleeeee

Whew, I didn't know that. Honestly the game could sell much more if people were left to speculate and make their own porn.
>I doubt that.
I'm kind of 99% sure that they were rooted towards it. Simple sprites, some backstory...

someone give me cool weapon ideas

every kind of weapon for these kinda games has already been done, just copy the ones you like from other shmups

A weapon that absorbs the stars in the background in a radius around you. The more stars it absorbs while charging the greater the damage. Stars disapear once absorbed and do not respawn

How much in Godot should you be doing in code and how much in the editor? In theory you could generate almost everything you need in the code, or a lot of it purely in the editor. So it's unclear what the "correct" way to do things is.

Plasma Flamethrower
Shooting Star Meteor Bazooka
Supernova Bomb/Nuke

None Use Unity

the correct way is the one that gets you a complete game

oh shit nigga that looks great
what's yo numba baby

You could code tools for do actions inside the editor. Those apply to Godot/Unity/etc
Example triggers, spawners, etc.
The fruit spawner in the webm spawn a fruit after 3 hits to cyan circular sprite.

I guess i can always do that,

>Plasma Flamethrower
>Shooting Star Meteor Bazooka
>Supernova Bomb/Nuke

those sound cool as shit, thanks

tnx

no but seriously do you have a tumblr or an itch

Pretty cool idea
So I understand correctly that for this you would have to use the "tool" keyword and then you could respond to input inside the editor just as if it was a game?

It's great but the steam license is a little restrictive.

So, Winter Jam is dead, and Confy Jam was voted by nodevs that have no idea what comfy even means.
So what should the next Jam be about? And when should it start?

poal.me/694nau
poal.me/694nau
poal.me/694nau
poal.me/694nau

Valentines day

tool = the code run in editor/game and a flag exist for test if is running inside editor or not
You could look godot demos/plugins/custom_node
and copy/add to any node:
heart.gd
heart.png

>finally start learning load/save system
>implement it
>works fine
>when I test the game though one of my UI elements is now missing
>can't for the life of me figure out why
>package the ""game""
>launch it outside of the editor
>UI element is there, along with the save system (so I know it's updated)
>mfw

>joining cute jam with loli jam
gross but i guess it's the only way cute jam has any chance of winning

well comfy already has 40 votes from this previous poal poal.me/k7h7ow

a week or two after dd12 seems okay

fuck off weebs

Are you implying that loli aren't cute?

This is weird. Are only cute lolis allowed? Or is it loli OR cute?

Oh I think I get it. It's Cute/Loli as opposed to Lewd/Loli

i dont have one yet i only really post here

yep

>everybody adding their own answer instead of voting for existing ones
This poll will be useless.

Used to 3D model a lot in college, just for fun. Did a little work for an indie game that never got off the ground. Did meshes, and textures. But never really did any rigging or animating, though I know how.

Is it worth it to throw myself out there and say I want to model assets for someone's game after I brush up a bit?

Dont want to help if anyone is going to be a confrontational douche though. Just want to model assets. Like props and items. I think its fucking fun on a bun. Just modeling.

When are you implementing ass girl? If you don't I'm really stealing her

I think you're better off just making and selling asset packs then.

programmer/artist/musician here

looking for a cool idea guy to direct my creative talents

Oh you are alive.

I adore this style of gameplay but yeah, visibility is fundamental. You literally can't have a good game if you can't clearly see what's going on.

Thats gay.
I want to make things under instruction, and see them in a finished (ha) product.

Post some samples

Mecha is the objectively best theme for after comfy jam.

Progress:
-The main character isn't a green square anymore

I feel like there should be an easier way to do menus than just hiding or destroying everything, reshowing it, recreating it everytime.

Any suggestions in that regard?

I tried to make it easier by slowing down bullets slightly, making dangerous stuff glaringly obvious by making it either flash or giving it a bright red color which helped alot (at least for me, can actually clear my demo stage consistently taking only 1 pt of damage), adding radar so you know where enemies are, right now the biggest issue I have is something like a missile flying in from off screen and hitting you or a stray bullet..if im ever hit it's always something coming just from the corner of the screen that I don't have time to react to.

If enemies are attacking the player they can't actually fire on you until they have been on screen for x amount of time, and I could try playing with that, I think the grace period is something like 5 seconds.

Only other thing I can think of is doing something like a bezier curve where the camera slightly pulls towards bullets that get within a certain range of the player, and im not 100% sure on how to pull that off.

we had a mecha jam already at least wait 1 year before repeating a theme

I dunno man. I do the hide/show method. Pretty shitty but manageable when there's only like 10 different elements..

Yeah hiding and showing is the best way. Destroying and recreating stuff every time you change menu page doesn't make sense.

IMGUI

Oh now I understand what the script in the webm does, it just changes the image?
I just did some experimentation and made a script that spawns items into the scene, but is there a better way to do it than to use setters and getters on variables, without making a plugin?

Something about your main character creeps me out. No offense. Maybe it is his eyes.

See I sorta just thought it made sense to have all menu elements be their own class instead of having them be part of other things. So like I'd have one options menu, that was created by other classes, but there doesn't seem to be an easy way to do that and then set the visibility of the previous menu back to visible from the new menu.

You could have a menu manager class that manages all the different classes for each menu pages

This is for different menu screens? You want a state machine.

VOTE:
poal.me/694nau
poal.me/694nau
poal.me/694nau

rotations
how do they work?

Hey Guys, gamemaker question:

Have checked the documentation over twice and am not seeing an answer to this anywhere.

I have a particle system that creates a stream of colors for a projectile from an enemy that is either blue or red depending on the enemies color. I want to use the same particle object for each.

When I create the particle_object, I pass the enemy's color using the with function with an instance create from the enemy object.

Two problems have seemed to pop up:
1: If I try to used the passed variable for color in the create portion for the new particle object, it states that the variable doesn't exist. If I move it to step, it does. Is there a way to move this to the create tab?
2. When I try and change the color in the step function with an if/else choice using part_type_color3(), it doesn't change the color, as from what I can assume, all the other part_type_functions are in the create tab for the particle object

Any ideas? I can post code if needed.

plugin != tool
You make plugins using TOOLS, but you could make a node without a plugin and declare as tool.
In the webm changes the fruit image and update the line between the hitbox (the cyan circle) and the fruit to spawn.
With this someone without coding skills could add a Fruit node and a Hitbox node (the cyan circle), connect them and visualize which fruit is gonna spawn.
Here is the webm ingame of the working fruit spawner.
And yes I use setters for redraw and update the fruit as you can see in the editor window from webm.

they're all shit tho

>So it's unclear what the "correct" way to do things is.
Because there isn't one.

So perfect for (you)

Yeah, but I've got too much going on right now to get into it much. You're probably over-juicey right now with all the screen shake and particles. And there's not much cohesion with the very bright colors. You have blues and yellows and reds and purples all fighting for attention. Your guy doesn't look noticeably different from enemy guys. And stuff is flying too fast for an orange-ish tint to be effective for threat ID.

I'm just rambling off the top of my head but I think probably turning down the big, soft particles and the screen shake would be good to begin with. Screen shake is something that is better and more effectively used sparingly anyways.

I'm not following.
So you have particle_object, which is is an object resource? And in it's create event has a part_system_create() and a part_type_create()? And in its step event it has a part_type_color3() and a part_particles_create()?
And then when you want to create a stream you make a new instance of this object?

never used that stuff so far but try writing the code in draw event

Coins implemented.
Those attract to nearest player and are spawned by enemies between the Bonus duration activated after 5 fruits.

>ZA WARUDO

Why did winterjam flop this year? Is it global warming?

yea, no one got around to making it, but we'll just blame global warming

comfy jam can be sorta wintery too, I suppose

pastebin.com/quLmkDgA

Yeah, its a turn based game. There are three objects you need to know about in the code I've posted. One is the Brain, which holds all the arrays and lists for stats and turn order and determines whose turn is next and where on the grid things should be drawn, etc, etc.

The second is the enemy/character. The third is the projectile (powershot). The projectile houses the particle system in its code.

If I try and reference host_id (a variable that gets passed when the character creates the projectile) in the create event to set color, game maker throws an error and states host_id doesn't exist.

If I reference host_id in the step event, no problems, but the particles are always the same color.

No idea why this doesn't work.

I either need a way to pass a variable in the instance_create of powershot that is accessible right during powershots create phase -OR- a way to change the color of the particles in the step phase of powershot.

Alright thanks for the help, I will play around with this

Doesn't do anything different ;/

thanks man, ill try to improve on these things

>If I try and reference host_id (a variable that gets passed when the character creates the projectile) in the create event to set color, game maker throws an error and states host_id doesn't exist.
That's because you can't actually pass variables to the create event. When you call instance_create() it runs the entire create event, then you're setting host_id, so it won't exist until after that point. You could get around this by changing the colour in the with(){} where you're setting host_id, or if you really want to pass things, you could get around this by setting a global.pass variable before instance_create() and using global.pass instead of host_id in the create event. If you passed a ds_list then you could pass multiple parameters, like in Lua when you pass a table.

>but the particles are always the same color.
I've never had this issue, they always change colour for me. I don't use emitters however I create all my particles manually. I'd see if you can change the color of particles you create manually. I'm thinking that it's possible emitters copy the particle type you give them instead of reference it.

Don't buy too heavily into people who act like there are hard rules for this sort of stuff. I find the webm you posted to be pretty damn readable for the amount of stuff happening.

I didn't think about globals at all. That seems to be the easiest mickey-mouse way to get this working. I've largely ignored using them because they can create problems.

I assumed what you had written about passed variables not working in the create phase, I just couldn't find anything in the documentation that stated so. What a dumb way to do things, seriously. Why wouldn't you have the with function instantiate THEN run the create code, I'll never understand.

I use emitters because thats how all the documentation states you should. I'll look into creating them manually, as well, but I think the global fix should work.

Thanks so much for your help.

That's okay, I can do it

Not that other guy, but readability is a pretty hard thing. It depends on your target audience. Normal players of the genre will be able to read your game well, to the hardcore it'll be easy, to the casual it'll be difficult. It all depends on your target audience for things like that. Don't let people outside of your target audience affect your game's decisions.

so I'm working on a multiplayer side shooter that runs in your browser and uses webGL.

How can I make 2d side shooters fun?

you guys don't know shit

how do I target audience

I will keep that in mind, I know its best to take feedback here with a grain of salt

Anyone who thinks that the amount of colors in that webm is a problem doesn't know jack shit.