/agdg/ - Amateur Game Development General

Never give up!

> Upcoming Demo Day 13 (ONE WEEK)
itch.io/jam/agdg-demo-day-13

> Play 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:

khanacademy.org/computing/computer-programming/programming/good-practices/a/planning-a-programming-project
youtube.com/watch?v=9fim5YaeukM
twitter.com/googumproduce/status/827298173261541376
twitter.com/NSFWRedditVideo

:D

31 days

TO
LOLI
JAM

Good morning agdg! How are the demos coming along? Will you be ready for Demo Day?

Make your fucking game.

----[ Recap Complete ]----
Record broken again, just one shy of 50. Some of you are getting some pretty high multipliers too. Keep it up. I had to jpeg this one to get it under 4 mb, so if you want the full-quality png it's in the archive. March's theme will focus on smaller file sizes and easier scrolling.

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy

-------- FEEDBACK
Notice something wrong with your entry, score, or anything else? Let me know and I'll look into it.

I hope so! ..I hope so...

Is the icon rotation more confusing with the directional movement or am I just being paranoid?

Looks fine, makes sense to me

What is this though? Seen the game before but not with thus UI. What is it for?

Geez that looks like a hassle and a half to control just about I tell you for what up a storm to the bank and back

WHAT

Does it matter which way you're facing?

I'm not aware of any roguelikes which do that.

It's a small side-project I'm hoping to complete by DD or not long after it.

>old webm
You choose the controls on the right to be continuously executed to reach the goal. Algorithmic thinking puzzles.

I don't understand

...

Will people bully me if I post progress of what is currently a command line game?
>All these gorgeous looking games

I'm done with Jumping Into C++, where do I go next?

Like, I feel like now I have a bunch of very basic blocks, but I'm missing the bridge between that and making "real" programs that aren't just little console apps.

Any book that teaches me more how to use C++, rather than teaching me C++ itself?
Maybe something about GUIs and making my program usable with buttons instead of cmd lines, or standard progamming practices, anything to take me out of the stalling point I've reached.

Like, that "Exercise table" that's posted sometimes has "Make a pong" clone as one of the examples for simple exercises, but I wouldn't know even where to start for that.

Hope I explained well enough what I'm looking for.

no, now post it

"No."
link: khanacademy.org/computing/computer-programming/programming/good-practices/a/planning-a-programming-project

Unreal Engine ;)

>royalty free music
>it's paid

...

Yeah but there's no royalties ;)

Dumbest trips I've seen in a while desu

Okey.

So far I have a lovely little X that moves around on a grid (of any size) of O's, with the dash indicating a test for invalid moves, used to denote things like walls.

The E is representative of an test object that the player can interact with. Right now, pressing E over the E opens an interaction menu, the only current option of which is E (for examine). It spits out a description of the object.

Here's a picture of my little guy moving around, and failing to get past a wall. He tries his best, goddamn it.

why don't you attempt a more practical exercise: try to identify problems and break them down.

take the pong example. you don't know where to start? think about what you'll definitely need. "realtime" loop, graphics and input.

get something ez like sdl2 and try to move a square on screen then make it react to button presses etc etc

That's helpful, and definitely where I was going with my post.
I was just wondering if there was a "right" way to go about with it, that's all.

Someone else reccomended OpenGL to me, is it good for 2D stuff and normal non-game GUI too?

>press E on the E to open the E menu which allows you to E
Potentially the most intuitive design of all time.

So are you making a roguelike or just having a bit of fun with grids for the sake of learning?

>posted three weeks in a row
>still no multiplier

...is the name case-sensitive? If it is then maybe I misspelled it but I can't tell because they're all CAPS in the image

>caring about score
:/

Recap guy is a faggot for including that feature but you're even more of a faggot for caring.

Guys, I have a question about Snes9x and Snes9x EX+ which one is the original and are they made by the same team?

I wonder what happened to that lolisim guy

>if there was a "right" way to go about with it
Don't worry about that to start with. I can second SDL2- just start making something with it. Hack it together, use a single source file, ignore best practices... just make it work.

>OpenGL
Hardware graphics APIs are a whole other ball game. Make something with higher-level rendering (such as SDL2) first, and investigate OpenGL/Direct3D/etc when you're ready.

Wrong thread probably? Search for "emugen".

>not subconsciously prepping a large userbase to make marketing easier when your game releases

if I don't care about that why would I even be posting in this shithole? the only point is to spread my game in every crevice of the internet

sorry, i've just put too much time to remember how i've started off, but i generally just tinkered a lot

opengl doesn't actually care if what you draw is 3d or not, but sdl2 is a must if you wanna use it. it takes care of so much nuisances. if you gonna draw 2d you can just skip all the transformation matrices and come back to them later

/emugen/ - emu generation

This is not emu thread?

Not even remotely rogue like. Well, maybe a little.

I started to try and type out an explanation of concept, but... well, tl;dr - you're a sentient computer file, trying to find his place in what he doesn't yet know is a post-apocalyptic world.

Everything is going great, you've cleaned up your resident systems of nasty viruses and hardware corruptions, learned a little bit more about yourself from fragments of files hidden around the system, hell - you're even learning to interface with the physical world through cameras, robots. and other devices!

Suddenly, humans show up in your compound.

Run, Hide, Fight, or Aid? Or anything in between.

Something tells you there's a big world out there, and you haven't even seen a fraction of it...

Going to keep my scope very, very smoll for the moment. But I have pages on pages of design docs that are begging to be turned into reality.

It is now

What's the best way to save and read game dialogues? Do I make a class just for it, and read whatever I need from it?

Depends how complex your dialogues are.
If you just want plain text then a simple textfile is nice, if you need to store additional data you can consider json/xml. If you want a full blown cutscene'ish system than you should use a scripting language like LUA

Classes are for instances. Try a struct.

Sounds great. I hope you're able to realize those plans.

AIs that choose to fight the humans better watch out though, because they've got a trained specialist who fights back.
youtube.com/watch?v=9fim5YaeukM

Some characters will be talking quite a lot(around 5 minutes of dialogue), and its dialogues varies depending on what you are doing in the game.

I was thinking of not giving the burden of the dialogue logic to the characters, to not clog up their code with stuff other classes could be doing in a cleaner way.

What do you think would be the best approach?

Do you mean, making a struct full of strings, and call each one of them?

Holy shit, I have been looking for this game for over a decade. I didn't remember the name of the game clearly, so I couldn't get it from google.

All I remember is me and my friends as kids laughing our butts off when he fell in an infinite hole.

Thanks, working right now. The interaction menu was pretty case-sensitive, so I'm trying to make it more flexible. It's going alright.

Here's my little guy interacting with the only interactable object that he's ever known.

>what are static classes

Why so mean? ;(

rule n°1: feed the loli or else

feed her what?

a huge fatpaycheck

He's hiding in Veeky Forums*2 posting painfully slow progress.

It's all but dead right now afaik, been a while since I checked in on him

he posts on /d/.

I know the basics of Modern OpenGL, are there resoucres on the best way to structure OpenGL 2D engines? I want to make a game, but honestly I love programming too.

twitter.com/googumproduce/status/827298173261541376

realization googem was probably the retarded communist shitposter derailing the last thread

>2k17
>still being a slave to the loli
Ascend already

why is programming an rpg so difficult it's so much work!

>!
sarcasm detected beep boop

>not feeding the loli
i warned you user,don't say i didnt

Structuring an engine has little to do with the particular graphics API. Game Engine Architecture is good, also you may be interested in the Molecular Musings blog for some series about more specific things, in particular the design of a high level rendering API so that you don't have OpenGL calls everywhere and rather something more meaningful and less stateful.

Is that still happening?
Did I really underestimate how many retards inhabit /agdg/?

>want to dev
>have to apply for retail jovs instead or they will take away my benefits

Why is life so terrible? I'm not a bad guy, I don't deserve this.

Poor approximations of modules and only useful in languages that force you to put every static function and variable/constant in a class.

Got player housing working in multiplayer :)
Its a bit floaty and needs some work
And ill probably end up redoing the character again before i move on
But now i can have a nice sleep then settle in and play zelda until its finished

you came to the wrong neighborhood, normie

jovs?

Also these languages always have their own module systems anyway (Java has packages, C# has namespaces) so they're absolutely retarded.

*jobs

> I don't deserve this
You do.
But good news! You can quit your job, take a loan and try to make something out of yourself for a few months! Unless you're a talentless hack with impossible dreams of making games who will never actually be capable of making anything of value that is.

WTF is screenshot saturday?

P O S T S C R E E N S H O T S
O S T S C R E E N S H O T S P
on twitter

Will it get me mad views? And engagement? And engagement viewers fans???

no idea never done it

Maybe

Maybe not

Social media is a total crapshoot if you don't have an existing following

Guess I can see how it fares vs posting drawings to twitter.

How do you make a loli game if you can't into art?

not my problem

Reminds me of Pony island for some reason

neural networks

Design the game in such a way it doesn't need art

Needs more triadic schemes.

Just in general, I love it.

Loli Text Adventure

plop :)

You can't.

Next time ask to be reborn as an artist.

Looking forward to your text-based Loli games on the Loli Jam!

...

How hard is it to make AI for something like age of empires villagers that does a task, searches for more to do closeby, defends itself against wolves but runs away from soldiers?

I'm New and want to make a small villagers Management game that might include enemies worse than wolves.

>not being a slave to loli

Is the game any good? Youtube videos look make it look hipsterish

In gamemaker btw.

Would knowing whether it was difficult discourage you? If you had any conviction you wouldn't care either way.

I like it, its weird but kinda interesting, cheesy as fuck tho.

I Just want to know what to exspect. I havent Made anything more complicated than pack Man yet.

that doesn't sound difficult at all.

Basically a hierarchy list of IF THEN ELSE

It is feasibly within your grasp.

why did some scores resetted?

I should say, structuring a game rendering system in particular. I'm decently aware of how i'd like to go over an engine, but I don't have too much experience working with OpenGL in an actual project of decent scope where I have to think about performance, efficient rendering, etc

A game designed around avoiding art doesn't have to be text based. Text is just one of many forms of abstraction.

anything that isn't text is art
let's hear your ideas for a game designed around avoiding art