/agdg/ - Amateur Game Dev General

Never give up 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

First for I'm making a visual novel.

POST PROGRESS

Second for making a RPG

Languagedev

Third for nodev.

I've got a ton of ideas that I want to make, but I have a hard time focusing on completing just one. I keep wanting to switch and work on some other idea part way through.

How do I dedicate myself to finishing one idea?

FUG

>corrupting your ideas by making them into games

Does anyone still have those link resources that were posted here about language development?

>a fucking leaf

Looks like there's a problem with collision detection.

I made peace with the fact that I will never be able to create all of the games I want before my time on this earth is through.
I made peace by promising myself that I would make as many of them as I could without sacrificing quality but also not becoming obsessed with perfection.
I will make a game to the best of my ability at the time, hopefully become a better dev in the process, and then make the next with this increased skill. Rinse and repeat.

Hello there user. Making a Kinetic novel here.

Yup. Current implementation is just an absolutely horrible and unoptimized piece of shit. I just wanted to have a visual indication of my progress, for a change.
I'm currently working on making it not shit.

>without sacrificing quality
>not becoming obsessed with perfection
Nice oxymoron, by saying you won't sacrifice quality you are already falling for the perfection meme.

I mean I won't rush through it and be satisfied with placeholder boxes, broken mechanics or stolen sound assets. I will do my best, with my current ability, and won't become obsessed with going back and redoing something if I get better at it during the process.

>a visual indication of my progress

Carefull. Shit leads to heaps of bad, rushed code that you'll end up not feeling like rewriting later and potentially scraping the project. Happened to me before.

Making an Advance Wars clones. Will PCfags get butthurt if there is no mouse support? Keep in mind, the movement path drawing from Advance Wars feels a lot better with d-pad/keyboard control.

Oh? So am I. I think. I'm not sure what the official designation is for this game.

What do you guys think about using this kind of weapon transition? I'm gonna be using abilities which I have 10 of, and I was going to map them to the 0-9 keys and just have permanent little icons on the screen that show which one is being used at the time. Would something like what zelda is doing here be better?

Why wouldn't you support mouse? It's ridiculously easy to program.

I hear ye. My solution is pulling an all-nighter the day after doing that; night-coding is always motivating.

You don't actually draw a path in Advance Wars, though. You choose a goal tile and the path is the shortest path to the tile. No mouse needed.

Er, what I mean is that the mouse works just fine. Not sure how that came out as "no mouse needed".

You can draw paths, too.

Why would you ever want a path that isn't the shortest path?

I have sort of mixed feelings about it. On one hand opening a menu to switch weapons/use items/whatever can kind of break the flow of an exciting battle. But on the other hand it's super useful to have so you can make switches without having to worry about misclicking and fucking up.

Of course it would also be fine to have both as an option. And in some games instead of pausing while the menu is open, they simply slow time down. That could be a good compromise between real-time switching and paused menu switching.

To avoid fog of war which might cause a unit collision.

Why are you still making a shitty 2D pixelshit game to bloat an already heavily saturated market?

Be smart and learn Blender.

>frog
>question
when will devs finally start posting their games along with their questions?

>I'm still getting a few views and downloads here than there from my DD13 game
I'm gonna make it fãms, I will be the next Notch.

Presently and for the last several years. Welcome to /agdg/.

I'm waiting for Godot 3 before I start making a 3D game. But my dream game is 3D, so I will be making one.

Video games in general is an ovetsaturated market

In unity, raycast only hit if the ray cross the object complety?

>free
>open source
>liberal license
>consistently updated
>can run scripts in both C++ and Python
Why aren't you making your game in Panda3D, user? Why are you letting yourself be cucked by Unity, GMS and UE4?

We done have the several million to spend on making it not look like complete garbage.

Both C++ and Python are awful.

Fog of War mechanics were updated in DoR, making it so you saw where a unit moved through, to its full vision range along htat route, making taking a longer path to form a combat patrol actually a viable strategy sometimes. (before DoR, you only got vision at a unit's starting and stopping places).

There's also a fuel mechanic where units use varying numbers of "moves" to move through certain terrain. The shortest route was not always the most fuel-efficient, but if you wanted to move directly over a fuel/move sucking tile for whatever reason, you could. Otherwise, the game would basically only ever feed you paths that went along roads and properties, and almost never put you through ruins, plains, rivers, etc.

Also, as said, avoiding unit hiding places or combat altogether.

Like, if a unit is directly ahead of you, and you want to go one tile ahead of that, you can go around the unit instead of through it, triggering combat and stopping the unit's movement.

It's not the amount of dimensions that will define your game's chance at success.

Is that a bad thing? Most of it are shit bad games from bad indie devs that will eventually quit the industry.

Do you think video games will get to a point where there genuinely won't be any real original games at all and all games are just rehashed ideas and whichever one looks best does well?

Use a droplet of creativity and pick an art style that doesn't require AAA realism.

It's just me.

Obviously

For talentless hacks like you, sure.

For anyone with a working brain, some genuinely interesting mechanics can be written.

I love particles.
Slowmo on purpose.

It's not about difficulty, the game actually works with mouse exclusively right now. But I was playing the original and realized the movement path drawing worked different and it doesn't feel as good with a mouse.

This:
It's small, but important.

Fair point.

Then you'd complain it looks like SNES 3D.

>(You)
>alive
Neat. Where's the demo?

Wannabe devs that have flooded the industry and will die out in the next couple years and eventually lead to a "crash" with people not wanting to make games because "it doesn't make money" will be perfect for us with autism enough to stay in the industry and survive.

It actually does to an extent. Your pixelshit will just drop into the ocean of them.

3D has a smaller market and a larger appeal base.

No because I'm not a myopic minded retard who only sees games for their boiled down similarities. You can do that with all media, thankfully if you don't see enough original ideas out there you have the chance to make your own. Instead most people just complain.

"Genuinely interesting mechanics" can be implemented in anything.

You're a fucking idiot.

Wind Waker Link looks great, and is extremely easy to model.

No, because the number of potential game ideas is effectively an infinite value.

For a turn-based RPG should I hardcode skills like "Attack", "Defend", "Wait", "Use Item" or should I try to create a modular system that would allow me to create any skills including the Attack,Defend equivalent? Is it worth the hassle?

I'm not the original baiter but why does your mind immediately regress to pixelshit?
A game like Thumper is attainable by a one man dev using shaders and blender. No AAA textures and animations needed.

>it's easy to make a game look like Wind Waker
Ok nodev. Try taking a Unity tutorial some time.

Can you give Shroomo some Tums? He looks like he's on the losing end of taco night

No because current generations are forgetful/naive and view things in a completely different light to how older ones did with the same media.

That and you can mash old ideas or mechanics together and see what you get new out of it. E.g mash Intelligent Qube, Q*Bert and Persona together and if you squint you might get something that vaguely resembles Catherine

Polishing a 3D game is much, much harder than polishing a 2D game. But I'm only in gamedev to have fun. I don't have a goal to support myself from this. Obviously if it ever gets to that point, great. But I don't expect it and don't plan for it.

If you really want to make money doing game dev, just make a porn game. You can EASILY make 100k a year if your art isn't dogshit.

It doesn't look how you remember.

Many technical limitations of the gamecube become hugely apparent.

It isn't the timeless art style that people used to assume it would be.

The only difference is that you override a virtual method instead of switching on an enum. When in doubt, go with the virtual method approach. Then it will be really easy to add more skills in the future if you need to, whereas with the enum approach you have to go through and modify all the switches.

You have convinced me. Though their name is bad the logo is okay. I will give it a shot.

>Neat. Where's the demo?
Soon™
Gotta make new enemies and player animations

Kek

How do you feel about turn timers in single player games?

>being a neverdev

Just...why?

One of the reasons that I make game is that AAA turned the genres I like into 3DPD or 2D with skeletal animation.

Force players to make quick decisions based on estimates instead of brute-forcing a solution, which is the best way to play but is also kind of boring.

Why even make it turn-based, then?

How do you make First person melee combat fun?

3D ruined platformers, imo.

Why play Chess with a timer instead of a real time action game? The answer is that the experience is different.

Mount and Blade.
Dark Messiah of Might and Magic.

I feel like the main point of turn based games is having time to think about a move. I can't really think of a reason to have turn timers in single player.

You can add other real time mechanics though. Like the rolling health meters in Earthbound. A character wont die if the health bar animation is still going down, so if you're quick you can save them with healing.

How can turn timers reduce players brute-forcing a situation? Wouldn't that make them want to brute force it more? Because they wont have time to think of strategic alternatives, so they'll just go for the easiest way.

Limiting the number of turns in some way could maybe work though.

>view current thread in archive
What a freek.

Chess isn't fucking singleplayer.

Chess was designed to be turn-based and the timer is just to prevent games from lasting for hours.

Depends on the sort of game you want.

It's like the difference between realtime roguelites and roguelikes, do you want it to be frantic or deep?
Personally I'd really dislike having a time limit in a roguelike.

Do literally anything except make melee weapons have one attack that's just a short hitscan in front of you.

reminder

Not him, but pixelshit is tried and true, and its been done, it has tutorials, communities and a following.

On the other hand, coming up with something like your pic - a unique style and pleasing aesthetic (not that all pixelart looks the same) can be challenging and may require planing and hard work, which is beyond many of us aggydaggs.

Also, whats with the "t." thing? I've been away for a while.

>Though their name is bad the logo is okay
That isn't the real logo, this is the real logo.

I think this is a great idea. I've thought about this and assuming my company isn't big enough to where I would just want to buy the mocap stuff, I'm hoping to need a service like this in 8-10 years.

If you seemed sharp and competent, I would invest in you (in a theoretical world where I had money to invest).

Two things will determine your success in such a venture:

Your ability to generate awareness in the different local groups that need such a service (small devs who are biting off more than they can chew, small filmmakers, whomever else)

Being in a city that actually has enough population/creative need for this. I don't think this would fly just anywhere. LA would seem like the ideal market, and beyond NYC I don't know how many other cities across the country could support it. Probably less than 10 in 2017, maybe just 2 or 3.

I know right? What a reektard (You) are xD

>Why are you still making a shitty 2D pixelshit game to bloat an already heavily saturated market?
the only thing saturated is pixelshit platformers

pixelshit RPGs are a relatively untapped market

HIGH-TECH GRAFIX

>How can turn timers reduce players brute-forcing a situation?
It prevents players from going over all possible answers because there is no time to do that, forcing them to use a heuristic.

It could be? This is a really odd thing to say.

The way you play Chess with a timer is very different from the way you play it without one. The purpose is not just to make games shorter. It is to alter the way you play them.

...

Are you for real?

I feel lied to

What's a game with a good flaming sword I can use for reference? At the end of my rope here.

name some pixelshit RPGs

go

poetry

...

I don't think so.

Professional mocap systems are about to become obsolete. We have depth cameras and inexpensive chink sensor-based systems that can be bought for under $2k right now.

...