/agdg/ - Amateur Game Development General

3 days until DD13

> Upcoming Demo Day 13
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:

cr31.co.uk/stagecast/wang/blob.html
youtube.com/watch?v=h_Aqol0oTs4
github.com/AdamRGrey/22623013
coronalabs.com/corona-sdk/
twitter.com/AnonBabble

...

...

>tfw cant design

I can draw and program but the UI always looks like pure shit.

Hey /agdg/! It's my 24th birthday!

happy birthday little guy

Partial keyboard support & rebind in. You can modify the numbers on the numpad, all of the letters, the arrow keys and Esc/Tab/Shift/Ctrl.

I have not included the number row, the F keys or symbols/punctuation keys for the moment but this is just for demo day functionality. If anyone feels strongly enough about any of those aforementioned excluded groups let me know and I will see if I can set aside some time to implement them before the 8th.

I still strongly recommend using a Xinput capable gamepad or a DirectInput gamepad with key modifier because that was the intended experience when I was designing the core of the gameplay.

Back to menu work and then hopefully some time to revisit art a little before DD13.

Happy birthday, user. Try to have a great day!

LMMS should really be added to the tools section of the agdg site as a free music creation tool.

I like pisces folks. Happy birthday, user. Sorry you're here.

>try to make a comfy game
>new zelda exists

why bother, agdg?

nintendo fell for the open world meme. you don't have to make the same mistake

>nintendo fell for the open world meme
You mean in 1986?

I think open world is fun

...

>zelda 1 plays like skyrim, witcher 3 and metal gear solid 5

Are you me? I've got the same problem. All the UI stuff I've made either looks like an overdesigned mess or a steaming piece of Qt garbage.

Happy birthday, user. Enjoy your youth.

>BotW plays like Skyrim, Witcher 3 and MGSV

What do you mean by plays like?

The original Zelda is "open world" in the same way BotW is.

>tfw 8 direction tile borders

From what I've seen Ganondorf isn't as sexy as he usually is in the new zelda, so make a comfy game featuring Ganondorf pls

...

>He devs in something other than emacs
How does it feel to be a nodev?

Happy birthday big guy.

It has "mac" on the name. I wouldn't touch it with a ten feet pole.

You must be over 18 to post on this site

I did that once.
This might help:

cr31.co.uk/stagecast/wang/blob.html

>not punched cards

>tfw yet another demo day is going to come and go with almost nothing having changed in my game
Why am I like this

At least you have a game
>tfw I only make jam games and prototypes, and have no main project

At least you have prototypes
>tfw no working game

Damn, those puzzles look almost impossible

>this is what the average player finds difficult now-a-days
gaining a wider audience was a mistake. Games should have stayed niche and for nerds only.

Not UI design, game design. UI would fall under "Art"

>oursmart your enemies

agreed

lets make a simple and easy game with cute animals to make a lot of money

What would you guys recommend to make a Soldat like game (with the same physics, the "skeletal animations" and poly based maps).
Between GMS, Unity, LÖVE and Godot?

But that's not a puzzle. What's that from? I can't help but feel its a joke or taken out of context or something.

i'm no furry

Is that game maker?

No. I need the money

...

...

If I've got my game loop looking a bit like this:

while(game.IsRunning())
{
Input();
Update();
Render();
}

And the player presses a key, which I detect inside Input(). How am I gonna execute whatever code that keypress is supposed to do in Update()?
I mean, afaict, I'm supposed to do the changes in game logic inside Update(), but the keypress detection happens in Input().
Or am I just supposed to do the game logic that's dependant on user input inside Input()?

>Billboarded sprites go through the geometry of the level at certain camera angles
How can I fix this

>that attack animation
lol

youtube.com/watch?v=h_Aqol0oTs4

hmm, I'm not sure...

then why did you post

Well, you didn't know either, but you posted.

>while(game.IsRunning())
>{
>Input = Input();
>Update(Input);
>Render();
>}

Input() calls the functions that are input dependent, which usually setup shit that needs Update() to perform things over many frames.

For example, Input() starts an animation when a key is pressed, Update() keeps it looping.

Is there a good reason for you to separate input and update?

I mean, I would agree that they are separate - polling for raw input or whatever and then translating to high level inputs is separate from using the high level inputs. But it's more like update() would take the result of input(), the high level input state, as a parameter.

>Input = Input();
>Update(Input);

>not Update(Input());

>not input >>= update

What would you drink from this bottle?

You can't. You could set up a sprite rotation system ala Doom which calculates the angle of the sprite from the player and adjusts the sprite accordingly. This is a step beyond just billboarding a sprite to have it face the camera. You would then modify this script to stop billboard rotation at a certain angle if the sprite clips through the level geometry (like a wall, and it will because billboards follow the angle of the camera and will make physical collision with geometry which you can detect with a collider).

All of this needs tested but it's my best guess. As for the Doom sprite mechanic I've already built my own and no you can't have it. Just figure it out yourself.

>criticizing pseudocode
You miss the point entirely, but ok.

I like this option, it's quite simple and understandable. But I've never seen the game loop implemented like that, so I'm a bit wary.

Hmm, that sounds like the way it should be. But I'm gonna need to find more examples for Input() and Update() functionality. I'm a bit too unfamiliar with the logic here. Thanks, though, this will most likely help me.

>Is there a good reason for you to separate input and update?
Well, I'm mainly doing so only because I know that I'm not familiar enough with this kind of logic that I should be implementing my own way of doing this shit. I'd rather learn the basics properly, and then choose my own path if I feel like it.
Everywhere I see, everyone says there should be a clear separation of concerns. I'm trying to do just that.

this

>But I've never seen the game loop implemented like that, so I'm a bit wary.
You probably have. It's just that it probably uses mutable persistent state as opposed to an immutable temporary.

Whoops I seem to have dropped something.
>github.com/AdamRGrey/22623013
using UnityEngine;

public class spriteAngler : MonoBehaviour
{
public Transform toFace;
public SpriteRenderer toManipulate;
public Sprite[] mySprites;
private float theta;
private Vector3 a;
void Update()
{
toManipulate.sprite = mySprites[GetAngleIndex()];
}
int GetAngleIndex()
{
a = toFace.position - transform.position;

a.Normalize();
var b = transform.forward;

theta = Mathf.Acos(Vector3.Dot(a, b)) * Mathf.Rad2Deg;

if (a.x * a.z < 0)
theta = 360.0f - theta;

if (theta >= 292.5f && theta < 337.5f)
return 7;
else if (theta >= 22.5f && theta < 67.5f)
return 1;
else if (theta >= 67.5f && theta < 112.5f)
return 2;
else if (theta >= 112.5f && theta < 157.5f)
return 3;
else if (theta >= 157.5f && theta < 202.5f)
return 4;
else if (theta >= 202.5f && theta < 247.5f)
return 5;
else if (theta >= 247.5f && theta < 292.5f)
return 6;
else if (theta >= 337.5f || theta < 22.5f)
return 0;
else return 0;
}

private Rect guiPos = new Rect(0, 0, 720, 30);
void OnGUI()
{
GUI.Label(guiPos, "Angle from the Player is: " + theta + " and forward=" + transform.forward + " and vectorToTarget=" + a);
}
}

piss

>if (theta >= 292.5f && theta < 337.5f)
> return 7;
> else if (theta >= 22.5f && theta < 67.5f)
> return 1;
> else if (theta >= 67.5f && theta < 112.5f)
> return 2;
> else if (theta >= 112.5f && theta < 157.5f)
> return 3;
> else if (theta >= 157.5f && theta < 202.5f)
> return 4;
> else if (theta >= 202.5f && theta < 247.5f)
> return 5;
> else if (theta >= 247.5f && theta < 292.5f)
> return 6;
> else if (theta >= 337.5f || theta < 22.5f)
> return 0;
> else return 0;

>except maybe squaredev
damn you got me

>not drinking directly from the source
pleb

Apple juice.

Just sh-shut UP!!!!!!!!!
please!

Haven't touched Unity or C# in a bit, any idea why this isn't working?

>Debug.Log(myString);
works correctly and outputs myString
>Debug.Log(myStruct);
works correctly and outputs myStruct
>myStruct.stringList.Add(myString);
Object reference not set

You constructed a list for stringList?

so what's the deal with corona?
coronalabs.com/corona-sdk/

I know some lua but can't tell if I'm being memed

Sorry, can't help ya, bud.

STOP

I'm rusty on structs but I believe a struct is a value type, not a reference type. In order to change the contents of a struct you need to create a new one to replace it. Someone correct me if I'm wrong.

yes

That's wrong, and even if it were right, list is a reference type, so you can mutate it without modifying the "containing" struct itself.

I have Game Maker, and at some point I may make a video game, but right now I want to make a board game.

However, I want to use GMS to make a playable sample version of my game to test balance and rules and such prior to making a physical prototype.

Can I post about that here?

Yes

Are you sure? The only possibility here is that stringList is null.

Sure but I think programming the logic would be harder than just writing it down and testing out IRL.

Anything is better than the usual shitposting

>he's not an enginedev

Programming is too hard

what would the grills on the block think of you if they find out

they would care more about the results than the geeky programming parts

>the amount of spunk is more important than what happens before

Why not just make the board game into a video game?

99% sure you didn't construct it right. It will still compile even if what you wrote isn't right

Cool.
I get what you're saying, but I think it will help me to break down in my mind what's ACTUALLY happening, and thus understand my game better.
Good point.
I might eventually. But I actually love board games as an activity with friends and want to contribute to that hobby.

They like hard things

>girls care more about the muscles you have than the way you got them.

I'm seconding this question.

Also: if I want to skip the hurdles of drawing textures, cel shading or meme low poly is the way to go?

i constructed it right.
works now, after restarting the computer.

art + programing = desing
art + design =/= programming
programming + design =/= art

Cel shading doesn't replace texturing.

3 days
12 hours
11 minutes
16 seconds

I cant think of a half decent game idea so I'm just going to make a 2D platformer

Yeah, sure

are you me

You mean 99% of indie devs

Add a cute female protag and then get ready to swim in liquid gold.