AGDG - Amateur Game Dev General

EAT YOUR AGDG'S

> 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:

github.com/showcases/javascript-game-engines
html5gameengine.com/
youtube.com/watch?v=-WBLj1Y8fBA
youtube.com/watch?v=9F5p1_hR2Ws
discord.gg/PWqthJK
store.steampowered.com/bundle/2800/
twitter.com/SFWRedditVideos

first for stop using anything i dont like

What if I don't eat my agdg's?

C was a mistake
ML was robbed

What engine should I use if I want to make browser games? Or should I write it in pure javascript?

phaser.io
github.com/showcases/javascript-game-engines
raw js
html5gameengine.com/
>unity
>gm
godot?
flash (don't do this)
haxe

so what should i name this guy? i'm drawing a blank.
i'll probably be sticking with the box people until all the combat and movement is done

JS libraries for game dev:
Phaser
Easel

As I heard Construct also outputs to HTML games.

>godot?
Godot HTML export is not ready, so no

shit forgot the trip again

if you're making a ".io game" with multiplayer, you should probably js + a fast networking library. socket.io was what to use last i checked.

SDL + emscripten

He looks like a James to me.

Kankers down

...

Is he going to remain cubes?

How about...
Lanky James

After the DD13 feedback I started the overhaul on the Burst system.

Before you had to not get hit for a pretty long time to build the gauge and be able to fire it once. Now you can fire it at any time by holding the Burst button but it drains the gauge while active.

The beam itself both does large damage and grazes enemy 'bullets' adding a huge score multiplier. As the Burst gauge goes down though you see that you lose black flames which attack with you during normal shots.

The balance is to use Burst when you need big damage or when you are trying to capitalize on large groups of enemy 'bullets' for score and keeping enough Burst in your gauge so you don't leave yourself completely naked offensively. Burst goes up naturally while using normal shot and goes up 2-3x that when using Special (the red shot and portrait face change).
Another note is that the lower the Burst gauge the less damage and less score the beam rewards.
The blue flame with your battle sprite is only an indicator that you are at a threshold in which the Burst beam is at max damage and graze multiplier.
As a side note I am considering changing the 5.0/4.0 burst gauge from numbers to a graphic of some kind so it is visually easier to quickly read (though in a way the black flames around your battle sprite act in a similar, if not minor, way)

Lore as a character has become easier to pick up now but the skill ceiling has risen considerably. To counteract this I have labeled her as Advanced in the character select screen and am working to implement the second character, Sana, who is labeled Novice.
She is faster, has a wide shot and super simple scoring/play mechanics. Sana will also have a smaller hit box and other defensive advantages like "auto-bomb".

The feedback has been great but it will be a long, hard road to implement even half of it. Making some more tea now to get back to work. thank you, hexun, for the advice on making webms

lol why

Fixing up main menu, almost ready for demo

Can anyone here help with Blender UV texturing? See the webm.

Last night, I unwrapped 3-4 objects with "Smart UV Project", then painted them using the UV editor, everything going smoothly. Then I reloaded the file the next day, and the objects are no longer textured, and when I move them in the UV editor, they're not even connected anymore (i was using island select at the end of the webm).

I was following this tutorial exactly (forward to 17:30):

youtube.com/watch?v=-WBLj1Y8fBA

Cool.

Logo looks a lot better when it's small... Perhaps just because I don't like the logo. It looks fine there, though.

>field for default text value in unreal has trouble understanding the concept of line breaks
>end up taking the string just before displaying and changing all "\n"'s with new lines

I sometimes hate that engine.

Making an Adult Visual Novel. What will make it successful?

actually being good, plus:
luck
previously existing fanbase
excellent advertising

Fur

Define successfull.

>asking a channel full of literally whos what it takes to be successful
>implying if they were successful they'd even know how they got that way

Sometime around 6 months ago, someone posted a list of the things that an indie game needs to be massively successful. Among the list were:
>animal/furry characters
>easy "highbrow" references, such as greek mythology or 19th century literature


Does anyone have the full list?

Use F#.

>animal/furry characters
fuck off furry shill, nobody wants your sick fetish

I believe they were referring to cave story, undertale, or animal crossing level anthros.

Dunno how many lizard/goblin kin fans there are

found it:

I have boiled it down, I have added these aspects to my game to ensure commercial success:
>waifus
>easy "highbrow" references to make people feel clever
>easily meme-able content
>meta-plots
>bait n' switch endings, again to make people feel smug when they get it and others don't
>upgrade trees (this is really important for some reason)
>"quirky" characters

What am I missing?

and a reply:

>both low and highbrow philosophy references to make players feel smart
>a fuck ton of shilling
>memes
>cute charaters/waifus
>memorable villians? (not sure if that counts because no boss fighters)
>no really a fuck ton of shilling

laughable list

this is the nu-devs guide to failure.

Nice work user! Looking forward to see more of this. What are devving on?

let's see yours

Thank you! I am using GM:S (even for the art).

>upgrade trees
Undertale doesn't have that and it became the king of shitty obsessive fandoms

I like how the list doesn't even really touch gameplay lmao

> a definitive & vague list for a massive medium which guarantees success

I love that the counter-culture escape from AAA shit is now trying to be as formulaic as capeshit.

Indie devs truly were an irredeemable mistake.

reminder not to come up with your idea of what works based on success correlation.
2 popular games having X is not a pattern.

>conflating "good game" with "good for grabbing as many players as possible"
>not even optimizing for either

Should call him "Blank"

Gameplay doesn't matter.

I see. The burst looks good, but don't you think the shot nerf is a bit too punishing?
Usually the punishment for using special weapons for score is, that you can't use them for survival moments anymore, like cancelling bullets on a boss for example.

I personally find it a bit boring when your shot is always so damn weak in shmups. It's more fun when having decent firepower.

black gameplay matters

>gogem "be more like no man's sky" pro

Yes I agree! I accounted for this with the soon to be implemented Novice character, Sana. She uses the same resource for 'bombing (no damage just wipes bullets)' as well as burst for damage and score. She also never loses her flames for attacking so she is always at her theoretical max normal shot! Since she doesn't have a burst gauge she uses her Special to refill her 'bomb' charges so with some skill you can be continually firing burst or wiping bullets (bombing, called moth dust here, has its own scoring mechanic which ties to the chain meter). She also auto-bombs when taking a hit if she has a charge left so she is probably going to be popular for beginners/more casual players.

Lore will remain the advanced character as she is going to have the highest score potential out of both moths.

did the marketing on NMS not work?

I give up.

youtube.com/watch?v=9F5p1_hR2Ws

>Lore will remain the advanced character
That's cool, but people playing for score also want to have fun.

It's just my personal opinion, but heavily nerfing the shot in shmups is never a good punishment, because it just makes the game more boring. There are better ways to make things more difficult than nerfing your firepower drastically.

More space for my game in the market

>did the scamming not work
oh it did
good luck to Sean Murray to ever release another game though

Noted! I have found myself having fun with the new overhaul but it will of course have to come down to getting it into people's hands for testing for feedback. I am still messing with it and nothing is absolutely set in stone.

You can safely fire the Burst as Lore until you lose the first black flame. If you let up you can get that lost flame back in under 4 seconds. Her play will come down to keeping a balance of you needing/wanting damage or wanting to seize a scoring opportunity and you keeping yourself at a level of power you feel comfortable with.

In the webm I posted I stopped firing the first time after I lost the first black flame. With enemies on screen I could be back up to max in probably 15-20 seconds if I really wanted it.

adopt pen name / release through someone else

problem solved

>scamming
everytime he was asked about something people wanted but wasn't in the game he gave a nervous laugh and a non-answer.... you could say the reason he didnt outright say the thing wasnt going to be in it was scamming.... or you can say it was an in-development game and while that thing wasn't in it and possibly not even planned the fact people wanted it made him not shut it down because they might try to put it in.
in either case you're a fucking retard for not taking that nervous laugh and non-answer from him the same way you would take it from a politician.

>With enemies on screen I could be back up to max in probably 15-20 seconds if I really wanted it.
I see! Ok, this sounds pretty reasonable then. I was expecting it to take longer to recharge the black flames, but if it's only 4 seconds per flame, then that's ok.

me?
fuck you I never bought it
I'm talking about million who did

>adopt pen name / release through someone else
The story is too good, he'd be fucked in a large studio. And no matter how many shell companies he funnels through. Some autist will dig deep enough.

Maybe that will teach some shitters not to attempt to sell shit.

Im still surprused he came out and said he still wants to do proc gen though

I really do hope it feels nice when I am done. I am aiming to get two characters (Lore and Sana), two full stages (intro and verse 02) and 3 difficulties per stage ready by the next demo day. I will be further along passed stage 2 by then but not graphically and I don't think anyone really wants to fly through a grey screen shooting at boxes so those stages (3/4/5/6/EX1/EX2) will have to wait til much later to be played.

I'm sure you will be able to make it user. Just take your time.
Also, have you considered adding some particles to the game to pop up the graphics a bit
Particle Designer for GM is really neat.

There is still so much I have to learn about GM as it is. Understanding particles and stuff would probably go a long way to making it look better for sure. Currently my only use of surfaces is the pause screen and I am unsure of how I would go about manipulating surfaces to make effects I want. I figure though if I want it bad enough I will find a way ("Anything worth having is worth fighting for").

Hopefully I can learn about these things as I continue to dev and then can go back and implement/tweak prior stages and fights but I do not think I can let myself stop everything to try and learn them even though I really want to.

none of you will ever make it. why are you even trying?

multiplayer was the last fucking thing I cared about
faggot wasn't laughing nervously when he showed fucking alien Jurasic park in space and then gave people goofy abominations who make same three noises and walk in fucking circles

faggot wasn't laughing nervously when he described the crafting system and role of elements, then made people literally blow up fucking rocks every 2 minutes to fucking stay alive, because his """"crafting""""" system is nonexistent and inventory is fucking shit

faggot wasn't laughing when he showed a huge space battle and even said you will be able to pick a side and join the galactic war, then scrapped absolutely EVERYTHING about it except three big ships jumping to planet's orbit at random and doing fucking nothing

Are things like skies and lighting best made in software like Blender? Or should it be left to the game engine?

>implying he was recording saying any of those things
just because you saw some footage of it doesnt mean it was a promised thing BAKA

>defending no man's sky
You really are the biggest idiot in these threads.

Particle Designer is really easy to use. You can create effects randomly per click, and then alter a few numbers like velocity, size, gravity, etc and see it in real time on a preview screen. Then you just click another button and the program spits out a GML code for you and you are pretty much done.

It's really good, and worth a try if you want to work on the graphics a bit.

fuck you goofgem you are enough reason to rangeban whole fucking Australia

no man's sky is the perfect game for AGDG
you accomplish nothing and hate every second of it

and you're the biggest moron.

I suppose you would know, being an expert at that.

Thank you for the information! I will definitely be looking into this a bit later as I want to make my project as nice as possible visually.

Thank you for the conversation, user! I must go make some food real quick and then get a couple of hours of sleep now (I am getting 3 1/2 to 4 hours per day). Have a good one and happy devving!

I feel that when I release my game many players will like it and I will make it.

>you accomplish nothing and hate every second of it
sounds like you

where's those two faggots from the discord collab yesterday?
Goddamned fuck doesn't hand out permanent invites

Bullshit. googs loves it

>i am too dumb to search discordd invite
stay dumb, fag.

Perhaps they are trolling you

here's a link:

discord.gg/PWqthJK

game engine

>no one realized the shitter pretending to be gugs forgot to remove the name on one of his posts

I only got discord the other day, don't understand shit of this stupid thing.

not that one

I like wojak and all but I'm not very keen on making a meme game

Are you sure they aren't trolling you by posting expired invites to random channels?

Yes.

If it takes autism to dig enough people won't know until it's too late

What does /agdg/ think of Substance Painter 2, Substance Designer 6 and Bitmap2Material 3? Is this pack worth it?

store.steampowered.com/bundle/2800/

Do all three offer anything that Photoshop doesn't? Do they offer better value for money than Photoshop?

It doesnt matter anyway, seems like Sony have them by the neck to keep churning out updates considering the probable millions they dumped into shilling for him.

I don't know mate but i pirate all of them.

no man's sky is a great game, none of you will ever make a game as good

Today I made snake for a STM32F407 microcontroller that is played using a keypad and a small LCD display

Take that idea guys, big bux coming once I get my kickstarter up

Do you think a game truly needs "hooks" to be successful?

Which means you will face a lawsuit if you ever see success (let's be honest, it'll never happen).

What, literal hooks? Like, made of metal and shit?

Ass and tits are enough

and lots of jews

Time to sell out. Wish me luck.

don't you hate dialogue that highlights feitshes in artificial ways