/agdg/ - Amateur Game Development General

get ready for that demo day

> Upcoming Demo Day 13 (ONE tomorrow)
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

> .webm recording
OBS - obsproject.com/
Webm for retards - gitgud.io/nixx/WebMConverter

Other urls found in this thread:

github.com/hoaproject/Compiler/
youtu.be/4-_XjRF6jcg
github.com/eriksvedang/FSharp-Unity
youtube.com/watch?v=4u4NNOwh2lI
keithburgun.net/cgd-podcast-episode-17-rogue-likes-and-other-bar-games/
keithburgun.net/clockwork-criteria-guidelines-for-ideal-strategy-game-design/
twitter.com/AnonBabble

How do I write my own language?

Haskell

First for let's kill gogem

github.com/hoaproject/Compiler/

Worst OP image yet. You clearly have some kind of agenda or message to push OP but it's not clear what it is.

You should delete this thread and then yourself.

Whole lot of progress to report today, mostly because what I started yesterday I never reported: Guns! I've implemented the first ACTUAL weapon into the game (the basic Twin Handguns) and I've gotten all the relevant subsystems online for it.

+Dual wielding (with per-side mesh, socket, effect, etc., specification) so guns can be fired in alternation. As a bonus, when aiming a gun that can be aimed (with down-the-sights view) only the primary gun fires. Dual wielding also carries over into melee weapons...

+Because gun melee is now active! With a weapon that is a Gun Class, heavy attacks are replaced with DMC-style auto-shotting, with 3D lock-on and slow-walk capability. Gun use automatically offsets melee combos and can be used in air or on the ground.

+Fixed the air float system to now have a finite limit until regrounded or using a resetting attack; this enables you to use sustained air melee sequences (like the guns) with movement, without exploit-floating around. It also makes sustaining an air combo substantially harder, AND allows me to add a buyable upgrade (longer float times)

+Lock on mechanics changed; now, if a lock-on was successful, the game checks for the next lock target in that direction rather than the movement input direction (and resets only when a lock fails). This enables you to reposition in-combat without losing a target more easily. I MAY change this if it turns out that switching to a target behind you is too frustrating.

+Aiming reticle overhaul; weapons now specify a silhouette and offset angle so I can customize the reticle shape and orientation but still use fully-procedural modification (for max ammo counts and such). Also implemented reticle-positioning mechanics for melee weapons in the secondary slot; the reticle now moves out to the location of the attack correctly, based on Dixie's direction and whether melee-aim is in effect.

second for epic memes, lets get derek in here cool cat needs a barney style game

>that OP img

wew confirmed le ebin trolling shitpost edition right out the gate.

it's the pinnacle of /agdg/ posts, saved here for our descendants

Since there aren't that many counters, it could work, but is it the best way to do it? I thought there would be an easier and better way to do something like fixing my frame rate.

Will keep looking, in case I find nothing, I will do that.

>Ryan is going to crash and burn and end up a second literally insane shitposter forever stuck in AGDG limbo

write a lexer that reads your language and outputs C

once the language details are finalized rewrite the export code to output llvm bytecode, then use llvm to convert the byte code to an executable

or I guess you could do it in reverse and do the bytecode stuff first but the other way around seems easier to me

No it's just some post that triggered your autism that you thought was significant enough to save and post later like anyone of us care.

Make games not memes kiddo.

How easy is it to make a spectacle fighter/DMC style game in UE4? Are there decent blueprints for it, or did you do this all yourself?

oh god this coolcat casino website has like fur bait
Bob, just stop

>Bob
Gogem's name is literally Ryan.
Also, kill yourself, Ryan.

I can see the shitposter is getting aroused by the combination of loli and gogem shitposting. I'll come back later.

he's trying to false flag everyone who speaks ill of gogem now
isn't it amazing how only the mentally ill defend gogem?

AI idea, any suggestion

>but you don't know me! Oooooh!
you're so powerful and frightening! you shit up the thread real well

I did it all myself, though it's not actually particularly challenging as long as you understand how a cuhrayzee combat system is made.

The biggest obstacle to overcome isn't UE4/Blueprints, it's figuring out at a core level how to do the implementation of combat (and that was a lesson hard-learned for me since I did it wrong for Mayhem League and had to start from near-scratch a couple of times):

-Don't rely on physics collision for weapon damage, use simple hurtbox checks like a fighting game would.

-Use an automatic animation blending system to stitch attacks together, don't try to animate entire combo strings and snip them into pieces.

-Use AnimNotifies (in UE4, these are animation-specific markers with a guaranteed begin, tick, and end event call that always fire regardless of blend) for animation-centric logic so you don't have to try to manage relevant variables at EVERY point where one animation can potentially cancel another; i.e. let your hover animation declare "I am done" on blend out and unset the hover movement vars; don't try to manually unset the hover movement vars at every place that a hover-cancelling action is callable. Cuhrayzee games are all about animation cancels, tying logic to animations is sensible

-Write a Notify system that lets you reshape attack playback speed at keyframes in the animation, so you can use the engine to tweak your animations iteratively to give more weight or a better rhythm, rather than going back to your animation software every time.

-Get particle effects that have predetermined shapes for slashes; getting a good-feeling melee attack speed often means going so few frames that a procedural trail generator won't work properly at all. Tune the SHIT out of your hit effects; subtle hit stop, camera shake, lighting changes, etc., tuned so that for the lightest, flimsiest attacks, it doesn't even feel like they're there until you disable them and see the difference.

Did some audio work today and got a bulk of the sound effects that were still missing added in. Additionally I went ahead and set up 3D audio, just using GM's built in listener/emitter stuff.

w/ audio: youtu.be/4-_XjRF6jcg

I had several weeks of good progress, so it makes sense the depression would set it now

It's not like that progress will ever get me anywhere

worst hobby

it's broken? I'm not so high up yet

here's a (you), 5 of them can be exchanged for 1 unit of self-worth

make a game about this

New idea: 萌 Jam
Make a game about things you feel 萌 for.

i'd rename idea to plan, because that's what a list of actions is although it would be nice that instead of a list it would be an oriented graph

>monsterai
IT KEEPS HAPPENING
please, don't encode your data into code

how do you plan to deal with interruptions? avoid them completely?

I approve

rider and horse get more powerful as their relationship develops, psychic talking horse of course

I feel like the "honest feedback" here doesn't excuse for having to ingest mind garbage like this

Leave then.

>honest feedback
It's just a buzzword that they use as an excuse to shit on everyone.

the honest feedback meme doesn't hold as much weight as it used to. this place is just a locker room loosely based on game dev

how's that oriented graph? i've never heard about it.
Also i'm just planing to make a list a "plans" with a memory of conditions to happen in the trigger.

I will. And I want you to be aware that it's because this place has nothing of value to offer and reading the posts here from all the losers and crybabies and failures is just baggage that you couldn't pay me to bother with.

You should all give up and quit pretending to be game devs if you can't finish a game.

I guess though that is what you're doing by being here. This is where the failures congregate.

I understand now the oriented graph, yes it's a good idea.

We don't understand what you want to do and it doesn't seem like you do either, so you should just write some code and factor out when you find yourself repeating.

>post about the depression and hopelessness of game dev
>you get mad at it
>make a post that is depressed and hopeless

really made me think

Bye

Give up.

AIMotion probably doesn't need to be separate either. The methods from AIMind and AIMotion can either be implemented by the subclass or they can be delegates that each instance can set differently.

Here's a better idea, instead of crying to strangers on the internet about your failures just give up. But then you wouldn't get attention right?

I'm separating them because I'm thinking in add scriptable functions to the motion, as example not all AI need to perform random curves to reach a target and some AI objects just walk directly to the target.

No

one day I hope I can be as successful as you, so successful I spend my time getting upset at what you describe as losers and failures.

What a life that is.

>kicking dirt at pieces of trash who deliberately cover themselves in dirt is "getting upset"
Here's some more dirt for ya, dirt hog.
Give up because you will never make a game.

Your sound design is amazing. I'm just hoping to get the bare minimum, non muddy sfx down (currently if both are maxed the music will drown out the sound effects to nearly silent) and you are putting together a near AAA sound experience. Great work, user! Keep it up!

Anyone here use F# with Unity?

Not looking for a language holy war, by the way. I just like F# and want to know if I can use it for gamedev.

github.com/eriksvedang/FSharp-Unity

Guys, how the hell does this hue shift business work?
I can't get it right, no matter what increments I pick.
None of these actually look like you could shade a person with them.

...

This is the real ninja way

whos the wiz thats been floating here for like 2 days straight

Aww thanks user.

Music can be tough to balance in games. If you listen to some of the best music from the SNES, you can generally get an idea of what works well. Many of those songs have only a few instruments playing at any given time, which allows them to not get too busy as to drown out everything that's going.

Take the Overworld theme from Link to the Past.
youtube.com/watch?v=4u4NNOwh2lI

At any given time, there's only about 3-4 instruments going - The Octave Trumpet, the string track, and some percussion. And the strings aren't really as noticeable, because the trumpet establishes the melody, and the strings just support it.

A big mistake I made early on with composing for games is that I was composing as if I were writing music that would stand alone - where the song is all the listener would be focusing on. This isn't the case with video game BGMs. They need to be enjoyable and all, but the player shouldn't be aware they're listening to music - it should be a supporting element that ties everything together. One thing you see with AAA games nowadays (such as Resident Evil 6, who was a huge offender) is that they have these chaotic, full orchestral tracks, but they're just quieted down and sort of play behind everything since they'd otherwise drown everything out, which in my opinion is a shoddy way of doing things.

Ryan, stop.
No one likes you.

Sourceposter, stop.
Nobody falls for your shit.

Disclaimer: I'm not a professional, these are just things that I try to focus on, and generally work for me.

>come to thread
>see ,
Are you here every fucking hour? Holy shit get a fucking life.
I'll just have to come back another day.

h wow, this is more than I could have asked for as tips! Thanks, dude! I've been thinking of how I should implement combat in my game and this'll help me a ton!

Okay sourceposter.

do you have to rub peanut butter on a horses brain in order to make it look like it's speaking to you telepathically?

Please do not rub peanut butter on the horse's brain it might be allergic

me
t: bM

i need a new job

some progress here:

in preparation of making room transitions happen, i made doors and now i think, those could be fun to just use intractable in the room itself.

This is neat and I want to learn more

what's the worst videogame in history? i vote bubsy 3d

I've seen this repo, but what I am interested in is how well does F# work in practice considering Unity's ancient version of Mono and suchlike?

No problem.

I also recommend the following:

-An AI that randomly sidesteps when waiting to attack. I did this for Dixie based on a loose approximation of the behavior of enemies in Transformers Devastation and it's AMAZING how much life it gives to the game

-Root motion. The beautiful thing about root motion in UE4 is it overrides all other motion, so you can lock attacks in place. What I do is check for the world-space input direction at the moment the attack button is pressed, and at the moment the attack animation triggers I use a rotational lerp to twist the character toward it. This makes changing attack directions feel responsive without you being able to pirouette your character crazily, and without having to worry about trying to tweak character movement parameters during combos (which is how Warframe does it, and it's awful)

-Make enemies "launch" (there's a node) backwards when attacks connect, even if just barely. Launching enemies is nice because it guarantees they will have a backward velocity and automatically interrupts pathfinding, meaning when they're hit all they can do is wait until they touch the ground again (which itself has a guaranteed sanity check, nothing will ever just float forever). Much easier than making them stumble or step back with an animation, since that locks them in place.

-Come up with some system for making enemies and the player "meet each other" in midair if you're doing a juggle system; nothing is more irritating than trying to juggle and having you and the enemy move just too far past each other laterally for your combos to connect. In Dixie and ML I had knocked-back enemies literally copy the player's vertical location if the player was in midair and engaged in a melee animation and the enemy was stunned (and the stun didn't have a flag to ignore this effect, like an attack which knocks them to the ground). DMC just had jump trajectories be really rectangular rather than arced; this is fine too.

etc.

Is that an MSX Metal Gear-style game?

Don't do it mang you'd have to write your own syntax highlighting too

But the secrets, user.

Probably terribly. If you want to make games with F# you should probably use MonoGame.

That's like the easiest part.

plan is a shitty binding of isaac like game

If you can write a language you can write syntax highlighting for it. Well, actually in practice most syntax highlighters are regex for some insanely retarded reason, so you have a point. Not that you need it.

>muh syntax highlighting
>muh autocompletions
>muh IDE

You scrubbos are so coddled these days. If you can't make your entire game on punchcards you're not a real dev.

/agdg/ is the best gamedev community of all time.

Much appreciated! I spend a lot of time playing Plat games and DMC, learning those systems, experiencing them and trying to get down to the nitty gritty in understand the combat. I don't see games like them often being made in UE4 or Unity, so it's nice to see one.

Good luck on your project!

>not liking pretty colors

>really like DCSS design philosophy
>I should remove and automate anything tedious!
>basically making an idle game now
when you boil everything down how do you avoid the issue where your game is just a slot machine that pays out after a player invests X amount of time

puzzles are the only thing I can think of where there's no correlation to time investment and winning the game.

Sorry but no. Tigsource pre-2012 was infinitely superior.

Also I know it's a hard pill to swallow here but /r/gamedev is higher quality than agdg has ever come close to achieving as far as resources and actual game dev presence.

I recommend you also look into Tetrachroma, We Shall Wake, Alice in Tokyo Wonderland, and Heart and Slash for examples of games (either extant or upcoming) made in Unity/UE4 that are trying to do this.

Then go back there.

That's just like, you know, your opinion, man.

Go back to 2011?

>if it's not a slot machine it's tedious
I think this is a personal problem user.

We Shall Wake isn't Java enginedev anymore?

Think about it like this, monkey's with typewriters might eventually write shakespeare but that doesn't mean there's no value in writing a book, most video games have you struggle through things untill you come to a conclusion, that struggle is where the fun of the game lies, nobody would say the best part of a mario game is riding down the flagpole at the end of the level, it's the specific challenges of levels that people enjoy, if you shy away from the struggle of a game, then effectively the only thing that can exist are things like VN's and Idle games.

I unironically like these YESDEV videos, thanks /agdg/. Also, RRPS was just a ruse to get zawa stickers on Steam.

Can't I contribute to both communities though?

Or would I have to develop two games and keep them completely separated so neither realizes I post on the other.

How vain is it of me to listen to my own gametunes unironically?

/r/gamedev

>RRPS was just a ruse to get zawa stickers on Steam.
most hurtful thing ive read in AGDG in 6 years

You have taken the first steps, my friend. Now the work begins.

keithburgun.net/cgd-podcast-episode-17-rogue-likes-and-other-bar-games/
keithburgun.net/clockwork-criteria-guidelines-for-ideal-strategy-game-design/

But I'm always there. Stop trying to push me out of your safe space.

If you've made tunes you like then why wouldn't you? Feel proud for making music you like.

I also like the yesdev vids and the only one I really disagree with him on is the RNG episode.

Was he? I honestly didn't know that. Sure looks like UE4.

Is it possible to make a game in Android Studio?