/agdg/ - Amateur Game Dev General

Post progress every hour!

> 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 Thread
> 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:

notehub.org/doeru
youtube.com/watch?v=Mntv1rWi2hA
youtube.com/watch?v=wzjWIxXBs_s
youtube.com/watch?v=yI_IJkJMk4M
youtube.com/watch?v=miSShXMP9es
youtube.com/watch?v=y21m1p-5d24
youtube.com/watch?v=J2KV8ulwMgc
twitter.com/SFWRedditGifs

...

What are some unique mechanics for a tower defense game?

Nice art! If that was a page of code I wouldn't have bothered to reply.

ugly waifu

you play as the waves of enemies

Would you play a porn game with this fucking character?

...

Don't bully that pixelated piece of perfection.

Unlocking powerful abilities on a tower once it's fully upgraded

>he makes progress posts that have no art and expects replies

Just making sprites endlessly. Action RPGs are fun to make.

PvP like Wintermaul Wars + you control a MOBA champion while building

Basically, an actual RTS. What a novel idea.

you can zoom into towers and manually aim them in 1st person view and you get a damage bonus while doing so

No, I only play games with rapist MCs and when there's a large cast of victims,
Seeing the ame girl being brutally raped is boring.

You can select the towers, make them sprout legs and you control them while the others still automatically shoot, give the player an increased rate of fire and full access to special abilities when controlling towers.

Encourage them to switch between towers.

Any good guides on how to get SDL2 working with OpenGL 3.3 properly? I want to use a library which makes it easy to port to mobile and sadly, GFLW is not one of them, but the descriptions I found so far are targeted towards earlier versions.

Are you the ARPG dev with the blond knights?

Cleaned up the camera work for the powershot. Rangers speed was set to 100 for this video, which is why the turn order at the bottom is all fucked up.

Either way, attacks that hit multiple tiles in multiple places now have a code base for integration. Now just to do the sprite work on all the mage-like abilities

I would.
Why not?

...I can hear the 80's jingle

I use SDL2 and GLEW to run OpenGL 4.5. It's actually really easy, the only thing I do with SDL aside from the usual CreateWindow mumbo jumbo is:

(before creating the window)

SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);

And after creating the window:

SDL_GL_CreateContext(window);

After that I do glewInit and from then on OpenGL just works as it should. You also need to include SDL_opengl.h in addition to SDL.h

Thanks for the help! I'll save this for future reference.

Im DONE engine devving. Unreal or Godot, which is more fun to use

what have i become

Probably the best idea

Both are good. I'd recommend Godot for 2D, and Unreal for 3D.

...

Programmable towers?

actually being fun to play

Might as well post it here - added some juice to enemy hp bar

>0 reply again
ok bye

Wheres your post senpai, I'll give you that precious (you)

But how

Godot can do entity-component just as well, you just add components as children. But due to unlimited instancing depth, you could even have components composed of components added to components

Adding cards so you can discover new stuff even after completing a few runs of the game

ECS is shit though if the components are not pure data with functions operating on them (typically multiple at once). Can Godot do that?

Shaping up nicely, user.

Then again...if owlboy can be made in xna theres no reason I cant keep using monogame..... UGHHH I should stop fretting and make game. Monogame has a problem with retina displays and scaled resolutions (tried running it on my surface to confirm) that is making me rethink using it.

I don't know what you're asking. Data with associated functions is known to me as classes

I have a bit of experience making simple shit and even put a game up for demo day once (13 downloads!) but wanted to do that cool kid thing I see other people do and have a game that runs right out of the browser.

So I figured I'd google HTML5 stuff and learn that. Couldn't be any harder than learning java or python or C or anything else I was able to pick up quickly, right?

While it's really cool to be able to debug right in my browser jesus christ is coding for it a pain. HTML+javascript feels so counter intuitive to how I've learned to code. I'm just too used to premade libraries made for idiots like me, I guess.

>how to make button in basically any game engine ever
var butt1 = new Button(x,y,method to run when pressed);
>how to make button in HTML5 game engine
EZGUI.components.gameBtn1.on('click', function() { var dlg = EZGUI.components.dialog1;
dlg.visible = true;
dlg.position.x = (gameWidth - dlg.settings.width) / 2;
dlg.position.y = -20 - dlg.settings.height;
var targetY = (gameHeight - dlg.settings.height) / 2;dlg.animatePosTo(dlg.position.x, targetY, 800, EZGUI.Easing.Back.Out);});

I got you family
notehub.org/doeru

what is the cassette tape trying to say?

Unity uses "ecs" but the components have more than pure data. Does Godot do the same?

Is this fantasy football?

Yeah I am. Doing some create a character work before I get down into the nitty gritty of gameplay.

Anyone fuck with leadwerks or is it trash?

Methods are bound to a single object.

I mean like you have a position component, a velocity component, and a function that operates on both at once and doesn't privilege either of them.

The closest I could get to "Dunwich Horror"

That your're a faggot lmao!

How far did you get?

...

Welp

You did get it to spin, right?

always avoided modeling human faces, practicing to get better

thought it was some clever pun involving 小
チ and ホ are missing their horizontal strokes

fix the nose and you've got yourself waifu material

7/10 would touch hair

oh fuck, thanks

where should I look for a concept artist for 3d references?

Yup

lol

Godot doesn't have an explicit ECS but you could get that kind of system if you wanted to. The default approach is a little different. But if you were to do an ECS approach yes you would have functions. The scripting in Godot has no access restrictions whatsoever, but fully dynamic typing, so as a "component" you would simply have nodes with scripts that modify their parent and siblings. ECS is just a glorified way to say you have several functionally separate objects that you treat as one. Whether you call components children or components is just semantics/marketing

why would you want your components to be pure data?
you wouldn't have an entity component system anymore at that point, you just have an object with different groupings of data

I got collision detection working to a performance I found acceptable in 2d..

>so as a "component" you would simply have nodes with scripts that modify their parent and siblings
So spaghetti.

>Whether you call components children or components is just semantics/marketing
>it's just semantics
Well, yes. A child is something that can act independently, a component is a part of a whole.

Because otherwise you end up with spaghetti.

please no more ECS discussion/shitposting, just make game

or just look in the archives for all the arguments about it

>Because otherwise you end up with spaghetti.
ECS is just not for you, then

because pure data means exponentially better performance, which is the reason you should be wanting to use ECS in first place. doing it for any other reason is just a waste of time for no gain.

I use a ECS in my system with enemy AI simulating keypresses so that I can have monsters being playable.

enemy AI is working
gonna try to have a demo ready for the next demo day, just need killing working and some visuals like health bars

ECS isn't spaghetti if you components are pure data, that's what I'm trying to say.

Eh, ECS is a lot better for code reuse as well.

That has nothing to do with ECS.

how is your tavern game?

that's nonsense
I don't think you have any idea what you're talking about, man

ECS does have massive performance benefits because you can use it easily with cache-friendly memory layouts. But he's wrong that it's the only benefit.

on hold, scope too big for now

>ECS is a lot better for code reuse as well.
Only if you are trying to make a very specific type of game, like say a dungeon crawler where you have a hundred different ways of interacting with a thousand different items with a million different modifiers.

Problem with ECS is that many devs who use it only make simple platformers that could just as well be coded using traditional paradigms.

Not looking to shit the thread up with further posting on the subject, but you should seriously think over whether using ECS really benefits you in any way. Don't waste time trying to solve problems in a "creative" way because all your players care about is that you have a game and they couldn't care less how fancily implemented everything was.

A script in Godot is a derived class with its own data fields and methods, either of which are optional. Whether you end up with spaghetti depends on the programmer, but that is almost inherent to dynamically typed languages without access modifiers.

If anything dynamic/duck typing is more suitable for ECS because you don't have to care about the specifics of how other "components" are implemented. Lack of access restrictions just means you have to have your own system so you don't end up with chaos

very cute art

>Only if you are trying to make a very specific type of game, like say a dungeon crawler where you have a hundred different ways of interacting with a thousand different items with a million different modifiers.
This is obviously the extreme example where it works best but I can't see why you would ever prefer inheritance.

>Problem with ECS is that many devs who use it only make simple platformers that could just as well be coded using traditional paradigms.
How is this a problem?

As long as you can have free functions I suppose it's not a big deal.

thanks!

>How is this a problem?
Coding in a way that's good for reusing code only to never reuse code.

Anyway, do whatever makes you just like make game

>team uo with programmer
>he ends up making art while I keep programming, which I'm pretty bad at
Oh come on.

>all your players care about is that you have a game and they couldn't care less how fancily implemented everything was.
enginedev faces when

Nothing in that statement says you shouldn't do things in a way you find enjoyable

>I have decided my first post of the thread is going to be inciting engine shitposting

>first post
Not even close

Post songs that motivate you to keep going.

youtube.com/watch?v=Mntv1rWi2hA

>This is the 37th IP in the thread.

>I have decided my first post of the thread is going to be completely off-topic "post dev music"

It's better than

>everyone look what music i listen to it's really important that i share this with you
stop

youtube.com/watch?v=wzjWIxXBs_s

youtube.com/watch?v=yI_IJkJMk4M

I'm a sucker for stupid remixes and mashups.

youtube.com/watch?v=miSShXMP9es

>being this paranoid and weird
Take a break faggot

If someone felt they had to do an ECS in Godot, one way to do it would be having child nodes as components. These components could do their own thing as well as communicating with and modifying their parent and other components. The components would be saved as scenes and then instanced as they are added in order to compose objects.
But this is really just a way to think about things rather than anything hardcoded.

Friend Simulator 2016 ™

So the goal of my project is to make money to make my parents proud of me

Should I post progress here or go elsewhere, and if so, where?

Its good, but eyes are generally textures. Saves lots of pain.

youtube.com/watch?v=y21m1p-5d24

youtube.com/watch?v=J2KV8ulwMgc