/agdg/ - Amateur Game Dev General

Everybody likes cubes edition

> Next Jam: Comfy Jam
itch.io/jam/agdg-comfy-jam

> Play Demo Day 12!
itch.io/jam/agdg-demo-day-12

> 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/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
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=gjDJk8e3tsw
hourences.com/my-2016-releasing-all-of-my-content-for-free/
yoyogames.com/blog/75
docs.yoyogames.com/source/dadiospice/002_reference/mouse, keyboard and other controls/gamepad input/index.html
docs.google.com/document/d/1af3T_LDzJLAh8SNQUxT0gEGHdyo6BDgfA65hbGb1I60/edit?usp=sharing
reddit.com/r/gamemaker/comments/2otm6f/need_a_gamepadjoypadjoystick/
youtube.com/watch?v=KxGRhd_iWuE
twitter.com/NSFWRedditVideo

Oh damn I didn't realize it was you. Bonelord was a good game user, actually it felt more like a rough around the edges prototype (which it probably was?), but I could see where you were going with, with more dev time it could've been pretty fucking good.

>tfw you make something cool then find out its fundamentally broken

Going back over older stages to remove all the right angles. I have to redo all the UV maps as a result, but the stage looks much better.

Any suggestions on fitting styles for the grass texture? I'm pretty unhappy with what I've got.

hey, a firefly minigun
nice

>C, because the background is so dark.
>C, it's not as hard to see. Having the background with a similar color to the blocks is kind of a bad idea though, cubedev.

Yeah, now I think I will use a lighter (maybe more pink?) texture. Meanwhile, I add a few extra such as a light aura around the level and a small gloom.
Next I will surely add a slight mirror reflection under the level.

Someone stole your game idea! Let's fuck him up together. I'll crouch down behind his feet, you push him.

tyvm
it was a relatively short prototype. I'll probably pick it up after I finish my current game, pic related

well i stole it from hopoo, who stole it from pikmin
gamedev is just endless thievery

hey aggy dag rate my lazor :^) pm me for the source code.

doesn't arc/10

That was a nice rekting you did on that guy. We need more yesdevs like you.

>Any suggestions
yeah, don't steal maps from final fantasy games

its a lazor, not electricity beam. no arc.

"homing lasers" in shmups aren't really lasers, they're plasma lines that curvy wurvy like a snake

Finally got reel animations working. That was a much bigger pain in the ass than I expected. All placeholder of course, but at least they work.

It doesn't even do what that guy was trying to do, although that guy was also a cunt, so I guess in the end you're all a bunch of dumb cunts.

>not beinding light at will
Arcing electricity is light, too. Duuh.

what guy? im just adding enemy attacks to my game.

Who stole it from /v/ game idea threads. This necromancer game idea has been circulating on those as far as 2011 as far as I can recall, maybe even earlier.

that would just require a shader then. you'll need to look into writing your own shaders.

>necromancer game endlessly revived
:thinking:

I think you should move enemy health bars next to the enemies, to make it clear whose is whose.

shamelessly grabbed some CC0 GUI art from opengameart.org, edited them I recommend that site, there are some good stuff in there

youtube.com/watch?v=gjDJk8e3tsw
posting again for new thread, looking for music critique. working on a track right now that's more inspired by the soundtracks for Uplink and OG Deus Ex.

I'm not the homing lasers guy but I don't think you would need something that complicated. You can just have a bunch of bullets in a train to simulate a continuous beam. To draw it you can have a foreground sprite for the "center" of the beam, and a background sprite for the outside of the beam. The foreground sprite would be pill-shaped and become more transparent toward the edges so that it produces a gradient to the glow color.

Closing this thread for necro.

Yeah, I plan on it. Going to make a lot of changes to the UI once I get the combat feeling right.

Maybe obvious but forgot to include that each bullet in the train would have its own foreground/background sprite drawn

aren't you going to allow the player to choose their target?

I always felt like your game was lacking patio furniture.

Anyone using GM:S and making gamepad controls able to answer this for me please? I have pad working but if it gets disconnected and reconnected the game will no longer sense it (I hear sometimes it will assign to a different slot even if the previous one isn't occupied).

How would I make the game check for 1) a connected controller and 2) assign that controller slot to a variable (I am coding 0 for slot at the moment but I know for this to work I probably have to use a custom var that I can then assign as any detected pad).

Downloaded UE4
any recommended tutorails I should start with?

Noob GMS question here.

Say I have a huge static background. Would it be better to have that background as one big tile, or break it into smaller tiles even though that's not necessary.

Basically, does a huge draw call every frame consume more processing power than a 100 draw calls would if I broke it into 100 tiles?

Fucking bobit worms

They can though???

How much do motivational and demotivational posts honestly affect you guys?

I want to know the effects I have on others.

huge amount of unreal engine stuff here
hourences.com/my-2016-releasing-all-of-my-content-for-free/

ah, didn't see that, I was expecting the arrow to be on the left side, since you had arrows at the left side in the attack menu. didn't realize they were at the enemy's right

0%, unless the post contains an anime girl, in which case -50% of whatever the intent of the post was.

People on reddit seem to think that game maker has the functionality to handle disconnecting/reconnecting controllers, although in my personal experience I could've swore that I'd seen people always default to the answer of "you're fucked on this problem, suck it up", so I honestly don't know.

Have you checked the documentation?
yoyogames.com/blog/75
docs.yoyogames.com/source/dadiospice/002_reference/mouse, keyboard and other controls/gamepad input/index.html

No worries. UI is pretty untouched atm, so I guess it isn't super clear.

I haven't researched efficiency for this type of stuff in a while (which is to say I've forgotten shit), but I thought that all the tiles in a room got saved to a surface at runtime, meaning that a bunch of tiles or one giant one would end up being the same.

Wrote a prologue to my game, I know im shit but i have to start somewhere

docs.google.com/document/d/1af3T_LDzJLAh8SNQUxT0gEGHdyo6BDgfA65hbGb1I60/edit?usp=sharing

tldr?

but user I hate doing writing critique

>nothing affects me
>this much denial

Nessa, youre a wizard

Why is there no get velocity in local space? I can't figure out how to turn my projectile without it being affected by world transform positions

Should I learn Rust or C++ for gamedev?

>I can't figure out how to turn my projectile without it being affected by world transform positions
Try torque

So, it just draws the background once every frame no matter what, basically?

lol

Can someone actually explain what Rust is?

The background is one image whether you constructed it using one image in the room editor or a series of tiles in the room editor...to my knowledge.

C++ but newer and different
currently fighting to the death with Go and D

It's what you get when iron oxidizes

Is this a VN or something?

It has a whole host of grammar errors, and I'm not just talking about the uncapitalized "i"s. The dialogue is workable though

I hear the same thing as well (about the being fucked part) but I have to at least try right? For the players' sake. Thank you for the resources!

I have gone over the document one but in conjunction with the blog I can hopefully understand what is being done and apply that knowledge to my project!.Happy devving, user!

Social justice, the programming language

Here's the reddit thread where people seemed to think that your (and my) impression of GM's mishandling of disconnected controllers is in fact mistaken:
reddit.com/r/gamemaker/comments/2otm6f/need_a_gamepadjoypadjoystick/

Take whatever they say with a grain of salt, because the r/gamemaker forums don't seem to be much better than the steam forums for GM.

Is using Unity's Rigidbody physics built-in stuff viable, or is it one of those things where it's a feature no one uses because it's inefficient and unworkable.

Stop using Unity.

i will suck your suck your dick.
and post progress when i have something more substantial to show

Sounds like an anime

depends on your situation and needs. in general, rigidbody has built-in momentum, and can be pushed around. useful for cars and such. character controller on the other hand is tight. like what its name says, it's meant for characters.

if a capsule powered by a rigidbody went up a ramp, it would actually fly off for a little bit.

if a capsule powered by a character controller went up a ramp, it will follow the surface.

I know about the spelling, english is my third language, what are the good points about the dialogue?

Only if you give me another engine that works in C#

Monogame

literally what?

MonoGame

Maybe this is a stupid question, but is the writing meant to be like stage direction, as in "describes the scene that will be depicted through another medium while also presenting the script", or is it writing that's going to be presented to the player as is? 'Cause that has a lot to do with how people should approach it.

Given the way it's written, I'm kinda assuming the latter, but I'm unsure.

>using the default character controller

Will normies get upset if my game's default keybindings are vim-like? e.g. movement is hjkl

>using the default rigidbody

see what I did there? what's the point of calling it default?

I mean, probably?

I promise to make shoutouts to aggy daggy if I ever release a video game.

Is 3ds developer user here? How is it crackin'?

i was going for that style

the latter, i wrote it like a book, not a script

yes

What do you think about porn games, /agdg/?

Degenerate

I would if I had the skill, and also because if I tell someone I'm a gamedev when I meet them they're gonna ask what I've made, and I don't want to have to say Meet 'n Fuck.

>tfw studied English Lit and CS in college as a dual major
>tfw could easily make a porn text game about furry fetishism and transformation
>tfw it's not fulfilling at all and you have no ideas how to make it better than just a CoC clone and make people actually play it since a tf-based game either needs a LOT of art or no art at all to be believable.

Consider the following:

>Make a game like Ape Escape
>You dont capture monkeys
>You capture monster girls/guys
>You get to fuck them after the stages

Aw fuck. I can't believe he actually posted this.

If I could draw, I'd do it. It seems very lucrative.

unironically a million dollar idea. billion dollar idea if you make them pokemon like creatures

I envy English lit majors, just so you know it. I like this language.

Old English and Middle English are where it's at.

...

How can we get rid of whoever made this?

The motivational posts do make me feel good. Especially this guy
youtube.com/watch?v=KxGRhd_iWuE

Unfortunately motivation doesn't help a lot, I wish it did.

As for demotivational posts, it affects me none, if anything I feel bad for those people spending their time trying to ruin other people instead of devving on their own game.

test

You ARE the puppet master! You control this general and everyone in it!

how many frames?

So, I remembered I had a whole bunch of decompiled Brawl models and animations from back in my modding days. Tweaked a couple of things around and got them imported into Unity. I based the action system in TUSSLE off of PSA in the first place.

With a little bit of tweaking, I could make Project TUSSLE support drag-and-drop compatibility with Brawl and Brawl derivative characters.

Apologies for the low-quality gif, I use a Unity plugin called Moments Recorder to capture gifs and it fucks up with the colors and I don't know how to fix it

back to school, so less time for character practice but working on this mech pilot

>talking about practice

its bad

I like the way it the webbing tiles, but in practice it seems like the looping looks bad at the edges, maybe it would look better to make each spawn its own little unit more like the mockup to the right?

20 frames at 0,1 seconds each