/agdg/ - Amateur Game Development General

Where Are They Now Edition

> 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-14

> 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:

itch.io/jam/rush-hour-jam
strawpoll.me/12475703/
amazon.com/gp/product/1844486907/ref=as_li_ss_tl?ie=UTF8&tag=nosar07-20&linkCode=as2&camp=217145&creative=399373&creativeASIN=1844486907
youtube.com/watch?v=CGB9VqSCRLU
theonian.tumblr.com/
bokchoydev.tumblr.com/
en.wikipedia.org/wiki/Amdahl's_law
twitter.com/AnonBabble

firsties

>> Play Demo Day 12!
>itch.io/jam/agdg-demo-day-14
Y U DO DIS

please donate ur fan art to the wizmud museum
thank you : )

you MOTHER FUCKER it was SUPPOSED TO BE MY TURN!

>dat perfectly timed hurl

where's the gameplay tho

i knocked over the vase

I need alchemy recipe ideas!
As for the materials/resources I have
>fruit
>farm products (eggs, sugar, milk, flour, etc)
>water
>wood (tree bark, stick)
>clay
>minerals (iron, gold, crystals, etc)
>wool, cotton, strings

Go go go!

repost but im not going to make it to demo day. i'm not giving up on this like i did last time but i didn't get around to doing even 1/10th of what i had planned for DD13.

i could slap something together but i wanted to make something special for DD, so i'm going to hunker down and fix everything for next time.

Dude, use nearest neighbour not linear filtering.
It looks like a blurry mess.

Why not just upload what you have right now?
DD isn't really for polished experiences or whatever.

yeah i forgot

This looks so dramatic... Could you use that animation system with a regular skinned mesh?

oh so you do need limbs to function. all other webms looked like they were string puppets

>Demo Day 14
What the what?

because i don't even have a game. the moveset isn't complete, i have no levels, hud, menu's, actual AI, or almost any of the combat features i wanted to implement.

i want to get this where i want it to be gameplay wise before i go public with a playable demo.

What about it? Don't tell me you forgot to upload your game to DD13.

yea, thats partially why i did it this way. you can put anything you want over it, its just a bunch of primitives.

link to loli jam?

Fruit and egg should give you a baby apple

itch.io/jam/rush-hour-jam

Does an undo history typically store actions relatively or absolutely?

Like if I move something 50 units left, does it remember the actual location before moving, or just how much I moved it and this is then reversed when you undo?

Does it matter?

There is no jam page yet. Just post a link to your game in the thread after you're done

which ones? all the movement is done with the limbs, there aren't any hidden forces or rotation locks.

really? the webms where it rolls look like feet are from lead and rest of it is styrofoam

pretty impressive if it's real

It literally doesn't matter how you structure it as long as the end result is what you want.

Need more people to vote on color schemes!
I hope that it's a coincidence that the poll is ordered from 1 to 4.

yea the roll is currently just torque, im working on that one, but all the other movement is done entirely with joints.

whoops, forgot link
strawpoll.me/12475703/

1 is best for classic demons, 2 is 2flat and 2washedout
3 looks like a shitty pallete swap. 4 is my fav.

>strawpoll.me/12475703/
"Other": upper 1 with lower 2.

I like 1 and 4 the best

Is there a clear best option when learning to drawfag with a pencil and paper and watching the lines come out of the pencil's tip and learning on a tablet (peripheral, not tablet PC) and watching the lines appear on the screen without seeing your hand?
Do I learn analog and then start with the tablet? Do I skip analog and go straight to drawing digitally? Do I alternate and learn a character a bit on paper, then practice it on the computer?

Making art on computer, music or drawing, requires some skill to begin with.
Why would you draw something nice on a tablet, if you can't draw?
Pencil first.

Working on a results screen for end of battle

Post concept art/fan art

1 and 4 are objectively the best, but 1 could use some detail on the hair like 4.

Thanks fampai.

I spent like 10+ years learning to draw, i don't have a lot of experience with 3d modeling. Also since I'm german i can use the best anatomy book out there, "Gottfried Bammes, die Gestalt des Menschen".

I don't think it matters, just try to actually learn and don't scribble around aimlessly.

On the discussion about lewd with gameplay or without, i will try to make fun gameplay, but if i can't make that work with the lewd it'll probably be better to just scrap it.
The two things i will definitly do is, you won't have to play for hours to get to the lewd and i will put some kind of timer into the lewd scenes so that you know exactly how long until the scene reaches it's climax.

Reminder that #FFFF00 size 10 on #FFFFFF background is the correct way to make people remember your game for its UI.

amazon.com/gp/product/1844486907/ref=as_li_ss_tl?ie=UTF8&tag=nosar07-20&linkCode=as2&camp=217145&creative=399373&creativeASIN=1844486907
We win again, Herr user.

>not exclusively using white foggy UI elements
I mean come on

a bit too squarey for the WOW OK! WAHOO thingies you just showed

>when you completely break your game trying to refactor the code one day before demo day

>i will put some kind of timer into the lewd scenes so that you know exactly how long until the scene reaches it's climax
Because what I'm missing during masturbation hours is time pressure.

Reminded me this cartoon character...

thank god for version control

>trying to refactor the code one day before demo day
You brought this on yourself.

Version control doesn't matter in this situation because the old version was a buggy piece of shit that barely worked.

slowly getting there

You need work on your deadline skills.

I was too busy playing Overwatch.

barely work is better than not work :^)

Is that thing in the top right corner of the window supposed to be a white demoman?

Why is there an angry panda in the house?

Thanks. I think i may just go the doom route and have a weaker and a stronger version of the same monster, with different colors.
So 1 would be the standard one, and 4 would be the strong version.
To make things a bit different, i could also do stuff like make the eyes glow, change horn size, heck, i think i may bake out this hair that i didn't bother to include and i'll only use it on the blue version.

Like I said...

patented modern art for you here boss

Why are there greens there.
Isn't it supposed to be monochrome.

I thought it was a Simpsons' extra. Like the one-armed ex military guy.

>greens
Are you sure you haven't been watching something intensely red for the past few minutes?

He's adding support for the dog covered in green dust

oh I have flux on

I've been watching these threads for the past couple months while I try to learn Unity. Finally decided recently to take a crack at a small multiplayer android app. Slow progress and I often get stuck but when I figure it out, oh it feels SO GOOD.

So have any of you guys been following the Ryzen coverage ? You would have thought the more cores meme would have died over a decade ago but its just as strong as ever. It turns out that us game programmers are just incompetent and lazy because any algorithm we write can be easily scaled to an arbitrary amount of cores.

Surely AMD/Intel would never lie or exaggerate to peddle their wares. Boy do we all suck.

-------- AGDG WEEKLY RECAP --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

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

Sup

It's kind of sad actually that there is no translation of his anatomy book.

No, no, no. I didn't mean that, I'm not stupid. The scene will take as long as you want, but they do often progress through several stages and i want you to know how many stages or whatever there still are until the climax scene.

Is there more of that? i'm interested purely for research purposes.

i'm just fucking bummed out that since 2010 you can't buy a processor apart from ARM lmao without a DRM co-processor with DMA, which can be used to do whatever on your machine. PC is becoming a console. dark days are approaching

>t's kind of sad actually that there is no translation of his anatomy book
Was the one I linked not a translation of his anatomy book?

Game: these beings
Dev: Anonymous
Tools: Xenko Engine
Web: Veeky Forums.org/vg/agdg
Progress:
+ Finished the first area.
+ Finished my DD13 demo
- Soon there will be nothing at all.

>It turns out that us game programmers are just incompetent and lazy because any algorithm we write can be easily scaled to an arbitrary amount of cores.
That's true, though. Games have no business not scaling to upwards of 16 cores.

>Is there more of that? i'm interested purely for research purposes.
Well, here's the comic. Dunno about the porn.

>what is critical section and what sauce i use on it?

This new Zelda has given me a newfound appreciation for good particle effects. Easily the most viscerally satisfying form of juice.

>I'll mention a random technical term to seem like I know what I'm talking about

----[ Recap ]----
Game: Conscription
Dev: Hamfist
Tools: Aseprite, Godot
Web: hamfistedgamedev.blogspot.com
Progress:
+ Small UI reworks
- RL ground progress to an almost complete halt
- Mind is clouded with refactoring lots of stuff instead of implementing new and necessary features

Don't know about the rest of you, but my engine is highly concurrent and can use just about all the cores you throw at it.

----[ Recap ]----
Game: A Smol RPG
Dev: polisummer
Tools: Blender, Unity, GIMP, Aseprite
Web: polisummer.tumblr.com
Progress:
+ cloned DQ8 battle menus
+ first dungeon floor finished
+ visible equipment now
+ added more enemies
+ status effects are working
+ DD13 build just about ready
- still fighting with cutscene cameras

>Is there more of that?
See Unless you're looking at witch poses, or ideas, there's not much to look for.
It's supposed to be for kids.

That's some seriously unappealing UI.

They look 3d too. I was wondering if they used vertex animation and something like Houdini for generating them.

I doubt it. Have anything prepared that demonstrates such a statement ?

thank you for your donation

this is what I struggle with most about art

youtube.com/watch?v=CGB9VqSCRLU

Proportions

----[ Recap ]----
Game: 3DS FPS (WIP Title)
Dev: Kada, Theonian
Tools: Unity, Blender, Gimp
Web: theonian.tumblr.com/
Progress:
+ Pickups
+ Client side weapon fire + projectiles
+ Sfx on events and music
+ Menu backgrounds + animations
+ Menu companion character
+ Touchscreen background + animations
+ HUD icons
+ Testing glowmap for pulsating neon light animation

>working with threads
Do I look like a weaver to you?

Sure, here you go
>- There's some lock contention that reduces the framerate to about 300 FPS on my laptop from 2009

----[ Recap ]----
Game:Shmoop 2 (working title)
Dev: shmoopdev
Tools: GMS, Photoshop, aesprite
Web: shmoopdev.tumblr.com/
Progress:
+Exterior graphics done-ish
+Pattern for the rest of the level in progress
+New backing mechanics, like variable respawn and game over/continue
+Fixed bugs related to scenery and indestructible objects
+ALL enemies now flash on hit
+New composer
-Programing still way ahead of the art
-Sitting out of DD13 to get the entire first level done for 14

It's a shortened version, apparently it's also good but i don't have that one.

Thanks I'll take a look at that, might still get some ideas out of it, i mean the title is love potions.

----[ Recap ]----
Game: Neon Knights
Dev: bokchoydev
Tools: Unity, Pyxel Edit
Web: bokchoydev.tumblr.com/
Progress:
+ Class/Race Selection has more info
+ Made a dev item so i stop dying to slimes
+ Groundwork for buffs and debuffs laid
- No demo because life is suffering
- The code is a mess

ratio of time spent in critical sections compared to overall time is literally the biggest issue to scaling

en.wikipedia.org/wiki/Amdahl's_law

admit it, you never intended to make a non-lewd game from the start.

How do you handle different clothes and animation/deforming? Do you split up the model or just layer it on top or something? Looks real good either way,

I believe you can enable "Pro" UI that disables all that stuff in the bottom right, which I do agree isn't nice to look at. Gives you some nice info though.

I doubt he even had any intention of doing anything game-related, he's just playing with barbie dolls.

Just because critical sections exist doesn't mean you can't run N at once where N is the number of cores. Games (including the engine obviously) have tons of tasks that can be run concurrently at any given time.

There's no one serial bottleneck.

I trust Nintendo to be good enough at level design that the player wouldn't require that minimap. Least they could do is a semi-immersive mapscreen instead of Minecraft Minimap 1.12.

Probably, I don't remember him ever talking about the gameplay, not even once. then again, >enginedevs

Minecraft map is immersive