AGDG - Amateur Game Development General

Fashionable 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:

en.wikipedia.org/wiki/Vector_monitor
redbubble.com/people/nintendino/works/22573119-agdg-logo-pattern-white?grid_pos=3&p=mens-graphic-t-shirt
conceptiongames.itch.io/bokube-alpha-demo
youtube.com/watch?v=c2LzWW7w8q8
twitter.com/SFWRedditGifs

first for enginedev best dev

Second for this

>he LITERALLY posted this as if it's any good

Lol. Literally Insane. :)

>nice shirt user
>so you're part of the Albuquerque Game Developers Guild too?

Enginedev is fun!

>Lmao
>Lol
Does your mom know you're shitposting on her iPad all day instead of reapplying for the dole?

engies and wagies need to fuck off

>he lets player change classes
lmao

you dont have to reapply when youre disabled

>in DD you can change class but it requires discipline points
Really makes you think.

Did Unity get rid of MonoDevelop? I updated Unity and now all my programs open in Visual Studio.

Go to settings

what the actual fuck is that and why is it here

THINGS /agdg/ ACTUALLY BELIEVES
>I was also under the impression that unless they are using flash, anything they draw is going to become a raster file anyways.

have none of you weirdos ever heard of an svg file before

name 5 game engines that can open a svg

and middleware like scaleform doesn't count

tell us more about your monitor that doesn't use pixels, user

Sad.

i know its shitposter bait but
how many engines support svg importing natively?

>samefagging with only 9 posters in the thread

Never really used git before, easier to use than I thought. I'm sure there's probably more advanced features for pro users, but it's basically just a couple of commands, a commit message, and you're done. Can just bind all to a hotkey.

>THINGS /agdg/ ACTUALLY BELIEVES
>some random /ic/ shit that nobody even noticed but triggered you
Everytime.

the point is that just "because anything you draw is going to become a raster file" (which it won't necessarily that's no reason to use non-vector programs to draw vector images

vector drawing isn't an art style, it's a technology

en.wikipedia.org/wiki/Vector_monitor

Ultimately your GPU only understands arrays of pixel color data, all your vector art is doing is putting strain on your CPU to convert it into just-in-time raster images.

IIRC they were free after you paid to unlock them. I don't really like the idea of having a thing to pay for skills like in DD though.

I unironically want this shirt

>literally responsible for
>thinks he can talk about graphics with the big boys and alpha bulls
Literally fully drunk.

>'tism

taken out of context sure, but normally for games you just draw using vectors and export at a fixed resolution, unless you are in flash or other vector engine.

but most people aren't, so they use raster versions

>literally has no game
>still posts in the thread
Thanks again birdmath. Oh did you think we forgot about your trip from /ic/? Fucking retard. Pepsifag you can go home now.

You really need to take a break.

normally (when you want to do vector art)*

not saying its normal for all games

>taken out of context sure,
the original context was an user lamenting not having a tablet, wanting to do art with a mouse and asking what'd be gud for him, and someone telling him to use vector programs (presumably since it's less reliant on good strokes and brushwork as opposed to general artistic understanding)

redbubble.com/people/nintendino/works/22573119-agdg-logo-pattern-white?grid_pos=3&p=mens-graphic-t-shirt

yea, lets consider this topic dropped, all non-progress posts about vectors below this are shitposters

From oxygen.

GLOBAL RULE #1
>You will not upload, post, discuss, request, or link to anything that violates local or United States law.

Why are you still here, reekpham? :)

Except the GPU is specialized to turn geometry into pixels through rasterization...

user, are you 1MAing this?
It seems like a huge amount of classes to balance, you'll end up frustrated.
I'd recomment you start with the 3 inner classes and forget about the rest until you have the entire game nailed down.

You'd better believe it. He's been ruining the thread every single day and shitting on yesdevs every single hour, for years.

>Player aims with mouse
>When bullet is created, it is told to move towards the position of the mouse
>If the player is standing still it has a fixed speed
>If not, the player's speed is added to the bullets own
>100% accurate when stationary
>however moving though, depending on how fast they are the bullet does not fire at where the mouse is pointing

am I dumb and is this how it's supposed to work

Yes.

It's like you just realized that a GPU is ultimately taking a bunch of models and textures and generating a 2d raster image from it that gets displayed on your monitor. Congrats on adding a software rasterization step to that where you CPU has to convert your svg to something you GPU can make sense of.

What the fuck is that? Is that fucking gmod?

My point is that the GPU can be used for rasterization of SVG in the first place. Though I'm being pedantic, and agree that vectors are only good as an intermediate format and should be rasterized before distribution as game assets.

I am, and I'm doing exactly that. But classes are smaller than you think due to how the game is broken into skillsets. I can go into details on that if you want, but characters are very customizable, and classes are generally suggestions and not hard rules.

I will never make a game.

Will never get good at art.

Should just quit.

No it can't, that's stupid. No consumer GPU has support for vector graphics. The CPU has to rasterize them first.

...

Yeah, you should just quit whining.

I know it sounds memeish, but it's not about the ending, but about the journey. Part of the 1MA journey is to get good at art, then learn some management skills so you can get your project finished.

Or collab.

Please show your vector projects you are working on

Or stop replying to bait

THIS user NEEDS ASIATIC CLAMS STAT!

Can someone please explain this to me because I'd really like to known

Reminder. Don't be a nodev, fun awaits you.

Is there a simple way in Unity to swap out a Sprite Sheet at runtime in an animation but keep everything else (timings, transitions, etc.) the same?

Every way I can find is basically building up a temporary animation object and using that, but at that point I might as well not even bother with the built in animator and just manually animate it old school style.

>I might as well not even bother with the built in animator and just manually animate it old school style.
Entirely possible.

yeah
its only really noticeable at low speeds (is this GM?)

If its giving you trouble just make the bullets faster

I hope you see this from last thread user, I don't know what the current class grants your character as you already stated that stats are also derived from character level, so if the classes represent tweaks to those stats and class specific abilities then the hybrid classes should feel like slightly weaker versions of the pure classes that are needed to unlock them, but convey the benefit of access to both types of abilities.

The Advanced classes should then feel like empowered versions of the class needed to unlock it, at the lack of flexibility offered by the skills, giving the choice of which class to use based on real consideration by the player. Making victory feel more worthwhile because you did it with the class that you choose to use.

That's kind of what that other user was raging about without ever getting around to pointing that out.

WHY IS THIS ALLOWED

What is the proper way to blend story and game play together?

As I see you either have an actual game where you just make up some purpose so the player keeps on going, or make a visual novel. I'm not fan of either approaches. The first one just have that "long page turn" feeling, especially in RPGs where usually only the boss fight is really fun and challenging, and the second is often called interactive storytelling, which also puzzles me, since the most interactivity I get is that I'm pressing enter instead of turning a page with my hand, so it'll fall flat on the game play part.

What my main problem is: the story is either just porn level, but as a game, it would be 100% functional with cubes, or the story is so good that it could be its own thing, it could be a standalone product, a book, and game play just drags it.

Are there any good examples, where you said: "yes, this story could only be told trough the media of video games"?

Bokudev here just wanted to let everyone know a "Pre Demo day 12" demo for bokube was just release on the itch page. This has alot more polish, performance enhancements, better fully rotational camera control, and more. (Try the xbox gamepad controls if you have one)

The optional VR/Htc Vive mode was also uploaded so the 3 of you here I know of who have vives can try it.

If I can get some feedback on this demo version soon that would be great so I can give it further polish/fixes.

conceptiongames.itch.io/bokube-alpha-demo

I'm here user. I'm actually cooking, but I don't want you to think your work has gone to waste. I'll address you in a bit.

>What is the proper way to blend story and game play together?

The way that games like Thomas Was Alone and Dead Money DLC did it -- have game mechanics tie in to the emotion or symbolism of the narrative. So like in Dead Money, to get to Dean you have to go slowly through a corridor of traps and disable them, etc. And when you meet Dog, he's in a literal cage you have to break him out of, which mirrors his arc where you have to help God realize he doesn't have to be Dog anymore.

Remember when AGDG was about games instead of how much of a fuckstain Sourceposter is?

It's always been about games, and he has always been a fuckstain. Not much has changed.

This is pretty cool
I guess you know where the money is these days

But where is the game? I don't see a game here. Unless... Oh no. There is no game, is there?

>tfw ur janitor application was denied even though you've been on Veeky Forums for 11 years and you just want to remove the adgd shitposting

>Make a good game also have good optional VR support to rake in both markets.

>Not doing this to make bank on both markets because you are a nodev and the VR gold rush ends.

I need to learn how to dev christ.

I figured that was gonna be the case. Just kinda wishing I could shortcut a lot of transition logic with the built ins and just swap in the Sprites as needed.

4chanX my friend. Out of the 67 posts I think it has filtered over 40 replies.
It's way easier to spot the interesting posts with it and filter the shit out.

Really, you just have to make it seem like the story is the result of the player's actions (at least in part) and not something that was predetermined.

Good example: Metroid Fusion. For a good deal of the game you are forced a linear path because of what Adam authorizes you to do. It seems like story getting in the way of gameplay at first. But there are points where you have to undermine that authority, and even though they are scripted, it makes the player feel like they are in control.

It would be a better game if it had more circumstances like this but to be fair it would be a lot of work to do all the dialogue and stuff and to make sure they cover all the possible sequence breaks (they do acknowledge a couple in the game, though, which is cool).

Lol. I remember that fiasco. It actually gets worse, if you can believe it.

is there really some nigger out there so dumb that they think you can toggle a static light

Project: Space 4X/RPG

Progress:
- random galaxy: stars & planets
- random npcs
- plot galaxy

Isnt this how VR game cameras actually work though?

Okay, food done. First off, I gotta say that chart is super nice, what did you use to make it?

Anyways, classes do provide tweaks to your class, a % tweak. So Mages may get 70% STR, whereas berserkers get 130%. While as a general rule the stats for hybrid classes are slightly weaker, their total stats still add up to the same, but because they're more spread out, having multiple strengths gives them multiple weaknesses as well.

The advanced classes are mostly empowered versons of their base classed with greater strengths and weaknesses. The only exception to this is thief, which is a tricky class instead. There is still reason to play the more balanced class, as I want all of them, even novice, to be endgame viable.

As for the advanced hybrid classes, I was considering such a thing but not for this game. It would be for a sequel. I have PLENTY of classes to work with as is.

Did I miss anything?

>l-le just change le FOV bro
Where is your game?

(You)

Why, while everyone and their mother is making a game engine, no one is making high-level networking support except for the duality of U and Godot?

To the guy making that sort-of-minecraft-RPG-with-girl-protag-throwing-daggers-and-axes, how does your equipment system work?

>arcane edgemaster

Did he ever actually come back and prove any of the shit he was saying?

Lol. Who am I kidding. He doesn't even have a game. Fucking hook eurocuck jew.

Slain released
youtube.com/watch?v=c2LzWW7w8q8

Bar for 2D has been raised

>Lol
>Lol
>samefagging this blatantly
I know this is your "thing" ever since someone triggered you 440 days ago but ffs. Kys.

>SLAIN NOW SUCKS VERY SLIGHTLY LESS

...

neat

>you can turn static lights on and off

...

>blend the lighting
>turn static lights on and off

I'm still brushing up on the UI in blender.
I learned on Maya in school. So I'm gonna need some time. But I will start posting in these threads again once I build a new portfolio.

>wanted to study the models from this one game I really liked
>turns out, ripping and uncompressing the models is really hard and nobody has done it until now
F-Fuck.

>I will never make that customizable tank online multiplayer game I dreamed of because I have no idea how networking works no matter how much I read about it
Feels bad, like really bad.

>that entire text

Drunk, or just insane?

It's pretty easy in UE4

Too bad I only know Unity

Is Playmaker for Unity good? is it worth the money?

Jesus christ. How dumb can some people be?

>tfw doing footstep audio from scratch
i mean i have more control but god damn its tedious