/agdg/ - Amateur Game Dev General

Just like make game!

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

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

> 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:

docs.unity3d.com/ScriptReference/JsonUtility.ToJson.html
store.steampowered.com/app/526740/
steamspy.com/app/526740
twitter.com/SFWRedditVideos

>repost from the end of last thread

Completely new to /agdg/ stuff

How would you go about implementing and templating a spell system?

I want to press a button and shoot a fireball. Then I want to press another button and switch to frost nova, etc.

Use enums instead of strings. Easiest way to select your spell would be to have an enum for the spell which you switch on whenever you need something spell-specific (like casting).

finished most of the platforming stuff of my ror clone

I want to create a mecha game with customization like Armored Core. How do I make and animate separate body parts and have them fit together, even when they could be different shapes and sizes?

Are you using unity? If yes, just make a bunch of prefabs and then put them in a list.

as long as you are parenting the body parts to the same bones on the rig, they will deform the same no matter what they look like. this is how dota 2 can have a bunch of radically different cosmetics.

ok thousands was a little too much

hundreds tho is pretty good and hundreds is hundreds too much when the magical functionality i want exists all-powerful in the editor

EVEN if there was a magical way of transforming shit like that into "prefabs" you'd still have to do a truckload of work, believe me. It's not something super damn hard or that takes too long, and by the end you'll feel good for it.

The problem is I need to have different armatures for different parts. For example having a part with 4 legs, and a part with 2 legs. A body that is wider, so the arms need to be further out. Some arms might be humanoid arms, or just guns mounted to the arm joints.