/agdg/ - Amateur Game Dev General

Making games edition

> Play Demo Day 13!
itch.io/jam/agdg-demo-day-13

> 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/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

> 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=w3LSJaCX23M&feature=youtu.be
pcg.wikidot.com/
youtube.com/watch?v=MFvsRvo_78Y
twitter.com/NSFWRedditVideo

Finally got everything backed up to GIT, updated my scripts, and manually resolved a bad call in the bridge between them.

That's a big sigh of relief over here as my game's progress can now continue where it's been stalled the last two days.

How are your games coming, anons?

REMEMBER KIDS, ALWAYS ADD V-SYNC TO YOUR GAME SERVERS TO PROVIDE MORE PACKETS TO USERS WITH HIGHER PING!

Sorry it took a while to reply, had to go for a bit.
I think the shapes are mostly good. You just need to add some details/texture. Not a lot of course, just a little bit.

This is better

Are there bots on Veeky Forums now?

I was going off this, plus some elements from panels on space stations, I need a center pylon on it, because user's game is about attaching cables to everything and it's always doing it in that place.
I will try something out

yeah i'll keep the tiles but i'll probably add something like the journey wall texture instead to the walls

ty anyway user

posting in real thread

>2 Threads
ffs

Anyways, screeny is test of 1st person cam

Video of 3rd person:
youtube.com/watch?v=w3LSJaCX23M&feature=youtu.be

I feel like 3rd is best

Newb here: I thought v-sync was a rendering tool to make the game look nicer; wouldn't v-sync on a server be a waste of processing power? If the goal is to cap latency or whatever, isn't there an easier way?

Needs more detail you lazy fuck

I can't fully judge from the vid but the fur does not seem too appealing. I'm not a furry though so there's that.

No. That was me.

that's some user messing around with my mockup

what kinds of details you angry autist

literally anything but flat colors

No, v-sync caps the game at 60 fps. Instead of reaching the full power your PC can do, like 140, it caps it at 60 fps and doesn't use those resources. When something that uses extra processing power comes by, it uses those extra resources to stay at 60 FPS. If the server has built-in v-sync, it only gives enough packets to each player the reach the max of 60 fps and no more, more packets for people with higher ping to help them reach a higher frame count.

so gradients are ok then?

and you're going to have to have flat colours at some points in the game you know

Oh, I thought that was simply referred to as frame rate capping. Didn't realize it was the same thing as v-sync.

>so gradients are ok then?
better than flat colors

Yeah, so remember, if your gonna have multiplayer, add v-sync built-in to your server.

this is ugly right

Stop replying to him he's just trolling you.

I think it looks good as a pixelated aesthetic. Tone is done a bit and you'll have a perfect theme for your game's graphics.

>trolling
Saying trolling in the year 2017. This is clearly a shitposter, ignore this man.

Made some pretty serious progress these past 2 days getting the Showdown Zone implemented fully.

Showdown Zones are now fully procedural Hex Tile grids with a per-wave specifiable heightmap layout. Also kludged together a wave-preview system for use in UE4's level editor so I can see what I'm mapping out as I do it.

Yes, it's basically lifted wholesale from Furi and Transformers, but it's a nice way of having consistent arenas that can change radically

Reminder

Does anyone know if their is an analytical expression for the derivative of the volume of a Voronoi cell with respect to its generator site positoins?

i thought this was sprites until the guy fell over

like this was a 3rd person doom mod or something
>I think it looks good as a pixelated aesthetic.
ok you're trolling

so i want to make a turn based rpg but with quite a bit of VN sections.
I got a preetty hefty script ready so it's gonna be a lot of VN and some fighting throughout.
But I've got no skills outside of drawing and writing yet.
I heard that for VNs renpy is the only good option BUT question, can it actually do anything outside of that, like say turn based fighting and item menu management.

It's going to be something pretty basic, think persona but strip the 3d movement navigation.

Maybe some basic tile based dungeon crawling akin to something really really old, like brandish but maybe not even that, it would require too much designing not to feel unnecessary since this is going to be mostly story based.

tl;dr can renpy stretch outside "just a VN" and do some other really basic game functions or should i stick with something else.

You have a good game there, don't give up. If you do, i'll kill you.

Not necessarily. Sometimes it works really well. It just depends on the gameplay.

>I feel as though I actually understand whats being generated and how right now, and while I also understand how gening it from an array would work, I probably wouldn't have any idea as to how to add to it
You could implement the current technique on an array pretty easily. Have X and Y variables that you update the same way you update the GameObject position.

The real benefit is that basically all existing procedural generation techniques are designed for arrays. So once you get the array thing working, you'll be able to work with all sorts of other examples, like the stuff from pcg.wikidot.com/

Not really. Its kinda cool actually.

Seems decent.
Did you make all the models and yourself?

The turning and animations are really floaty but I assume they're just there for the time being.

But that's wrong.

It doesn't look "bad" I just think it doesn't match the aesthetic

I will build my gameplay on top of the story

sounds like the sort of naive thing he would say

It can, yes. There are some community scripts to that effect that are up on its wiki and so forth.

That said, if you're going to go that far you might as well just jump that hurdle and head right on in to Unity via the help of add-ons like Adventure Creator or Dialogue System for Unity or Ink. I'm using all 3 and am very happy with it.

Context: Making a game that's more or less half point-and-click adventure game and half interactive-fiction/VN.

No, I think it legitimately looks good as a graphic theme. Very retro-esque.

You got a good game on your hands there. That finishing move where she kicks the enemy in the stomach is very slow, I can't tell if that's recording lag, animation transition error or just a slow animation, but try to fix it either way. You should also try to fix that speed issue, when you start to run, the speed is very low and the animation moves in slow motion. I know you try to have the animation match the speed, but easy fix, just adjust how the speed fades in, instead of little to big, the character should jolt into running in almost no time.

No, you're right, the other guy is just retarded. V-sync does cap framerate to the monitor's refresh rate, but it also ensures that rendering happens at the right time in the cycle to avoid tearing. Talking about enabling v-sync on the server makes no sense because the server doesn't do any rendering.

So, I'm stuck in meetings all day, unable to code but free to goof off however I see fit, so I'm doing a mockup character select screen for Project TUSSLE. Anyone want to have a character in the mockup as filler? Character portraits are 128x128, but I'm okay with cropping down a full art splash.

Well, since everything has a plain color, it does not really match with the rest.

>made a fuckton of gaming defining titles that shape the entire industry
>naive
Nice no games you have there, nodev

Healing progress

I am entitled to not like him, his games, and his game design philosophy. Hopefully you and your (surely great) game are ok with this.

Not bad but it's weird
don't make the numbers bounce

flying out and dropping is nice but one of them (that I noticed) on the 2nd from the bottom does a bounce jump another time and it's weird

Yes I made the models myself. The turning (you mean the walk/run turning or the attack rotations?) may get a retune; the animations aren't placeholder so I'd love to hear what you think they need to be fixed.

The run speed can be retuned a bit but I do want there to be some weight to the movement. It might be extreme, but 0-60 movement isn't consistent with how a 3D platformer should play.

The big finisher just has a lot of hitlag on it, which gets multiplied when the attack actually knocks an enemy back; I can probably cap it lower so that it doesn't feel QUITE so long.

I am a fan and think all the mechanics and combat look great I wish I could play this as a not-little-girl though. You had the potential to make the next ninja gaiden.

After watching a load of Pannen videos, I'm unsure if SM64 is a badly made game, or the practical level of gamedev is actually less elegant that I previously imagined.

>play this as a not-little-girl
but that's the best part

My main inspiration for the character's design was Panty and Stocking; I believed then and I believe now that you can have a goofy cartoon character in an action sequence and have it still be exciting.

That's pretty cool.
I do wish I could see her model in something that doesn't look like a blur of colors and a basic outline though.(barely can tell what I'm looking at in the webm)

But the first thing I thought was mighty n09/megaman/roll type character is what it looked like.

>the practical level of gamedev is actually less elegant that I previously imagined
This one.

Get deep into speedrunning and see the exploits people discover; you'd be amazed how quickly the entire game falls apart if you just peek behind the curtain.

It doesn't look much more flattering in proper resolution.

But I have no talent for modeling or rigging, a large part of why I went with an N64-low-poly artstyle was specifically because it enabled me to shit out assets with very little attention to detail and have it come together into a cohesive art style.

is she something like Alex Mercer?

Do you guys follow tutorials or just dive in?

youtube.com/watch?v=MFvsRvo_78Y

Stressed programmers start using bandaid solutions come crunch time.

sm64 is a bunch of very loose level design and programmer art. the game is still great to this day - let it be a lesson not to take this shit too seriously

>FPS drops from 60 to 58

dive in, watch tutorial, dive in, get frustrated, watch tutorial, dive in repeat infinitely. welcome to any creative endeavor

I guess kinda, yeah.

The frame story is that one of these power cell things exploded and a massive radioactive (or whatever, imbued with plot-relevant energy) shard of it got lodged in her skull. As a result of that (and my taking major liberties with biology) she has the ability to manipulate their energy and summon them to her. She wears them on her hands and feet for strength and protection, and most of her "special abilities" like double jumping and whatnot involve hands appearing and throwing her/flipping her/becoming wings/etc.

She's like, Magic Hands Girl. But I can basically make magic hands do whatever the fuck I want them to do because, again, Looney Toons logic is at work.

I thought engies were enginedevs.

minor FPS dips are ok if its for something cpu intensive

not they aren't, rewrite the code to be less cpu intensive

How do I optimization.
It seems like some kind of black magic.

this anons got it

nah

you'll feel violated when you work on video games for me and get nothing out of it does that sound good enough?

Start with algorithmic complexity. If you're using a managed language, your only other concern is basically reducing garbage collection as much as possible. If you're using an unmanaged language, you can get into even more low level optimizations like cache and branch coherency.

>be near dangerous power source
>it explodes
>almost die
>wake up with super powers

It worked for most caped super heroes, I don't see anything wrong with this plan.

After can you pin me down and put your pwwpww in my butt?

no that's way too much effort

>Trying to balance dev'ing and wageslaving
>Forgot how long dev'ing takes
>Some days feel like i'm making no progress at all

Soon I'll have a game to call my own

>tfw learning about functional programming in school

Well, the story of the game is that the same thing happens to Dixie's little sister Trixie... only she gets the explosion much, MUCH worse. And then, because that's the second power core to have a failure out in that region, the company that's building and researching them dispatches a robot quarantine team to seal off the area until the cause of failure can be determined.

And because Trixie is so heavily inundated with the material, they kidnap her as part of the quarantine/cleanup effort. And Dixie sets out to rescue her, but every robot that sees her will attack on sight because she too is inundated with the material and therefore needs to be "quarantined".

So, wake up with superpowers, but also get a bullseye painted on your back.

So far I've got all of the Smashified character art and a few other fighters I'd like to see in it. If anyone has any character art they want in the mockup, let me know. I'm actually having fun building this, even if it's ultimately going to be pointless once the UI designer builds the real one, because it really hypes up just how big of a crossover this game could be.

Also, fighter builder is in the works. If anyone wants a character in the game proper let me know and I'll work with you to make that happen. I'm getting near to the point that the game is beta-able and I want to start filling out the roster.

>Forced Shovel knight
>Shantae
>Ridley
>Furry waifutrash bait

I hope you enjoy not being played

It's just a mockup. None of these fighters except Zero are in the game. I literally just threw in every character from the Smashified tumblr that faked Rayman last year since it was a bunch of ready-made art assets.

>get asked to stream dev
>tfw don't want people to see how shit you are at coding and art and how much you wing things

I need a random port for my network protocol.

Somebody give me a random 16-bit number.

>complaining about people being actively interested in your project

Meanwhile I am happy when someone other than blackshell media visit my tumblr, ffs

>tfw even blackshell media don't visit you

I honestly don't know what their agenda is. All I post consists of placeholders, grids or standard UE4 meshes. there is literally one other mesh I stole from Tinkercad. Which is also a placeholder, because even though I could use this for the final product and give credit, fuck that. I don't want some random people in my credits section.

80

It's just a bot that reblogs everything related to gamedev to advertise their shitty marketing services, everyone knows about them so it works I guess.

0xA6D6

I want to make a porn game for patreon bucks.

Any tips?

just like make game

>blackshell media
Aren't they a scam or something?

have decent art

make it some kind of sim or VN if you can't into gameplay. that or a simple 2D platformer where enemies rape you, stick with a female protagonist since about 70% of hentai gamers prefer it

remember, at least decent art.

if you're not making a game about obscure fetishes with thirsty as fuck consumer base, prepare to make some god tier art to get some actual money

I think I have a herniated lumbar disc.

Steal an abandoned game and mod it with new content

yes, they are, see:

But yeah, since they reblog a lot of shit you can find other devs by going to their tumblr. I don't know if any non-devs know about them, though

did his post imply otherwise?

I can do decent art/animations. Is there really a market for VNs? I figured the game would need be at least a 2d platformer to make a decent amount of money.

What about xenophilia?

This, that guy is fucking retarded.

some xenos sell better than the others

I thought maiddev had launched a lewd patreon. But going back over his tumblr/twitter, I can't find any mention of it. Not sure if he backed out or I imagined it.