/agdg/ - Amateur Game Dev General

Hard work and game dev!

> 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=l-T4a6vsnys
jasonpkgames.tumblr.com/
brazileirobr.itch.io/pmp
a.pomf.cat/mvrysl.mp3
a.pomf.cat/awjkkc.mp3
youtube.com/watch?v=Wv-qsxHA9Ug&list=PLda3VoSoc_TR6TsTotr32bkJRISY_GnfG&index=1
soundcloud.com/user-985755321/temper-tantrum
soundcloud.com/wojakfeels/wojaks-adventure-blue-waltz
soundcloud.com/wojakfeels/wojaks-apartment
theonian.tumblr.com/
twitter.com/NSFWRedditVideo

>not making your own language

12

Gogem should livestream how he gamedevs so we can all learn

what a rude ass bone nigga seriousley

I imported a number of PNGs into Photoshop layers. I'm using a script to turn the layers into a horizontal sprite sheet in the hopes of importing it into Aseprite.

However, whenever I do this, there's always some sprites that are inevitably cut off, as in pic related.

Is this an issue with my script? I'm hoping im skipping some step or doing something wrong, rather than the script or photoshop being in error.

I know this is a routine process for many people (importing sprites into Aseprite). Is there an idiosyncacy in Aseprite?

I have returned to shitpost

How's my character design?

Are you sure you set the width right?

Working on different reactions to different kinds of damage taken

characters are gay

teach me your modeling ways

Nice and cute.

You guys are the worst.

It's okayish

If I want to have a character follow you a-la Earthbound or Paper Mario, but in a 2D platformer setting, what should I be looking into?

I apologize

Design isn't real you fuckhat

thanks
i try realy hard

don't mention it
here, I re-did the solar panel, because more than one person said it looked weird

I'm going to do the utility poles now
would like to know if you want to keep them looking as rakes (even though all cables join in one point) or if I'm allowed to just make sleeker pylons with a bit wider base
shouldn't crowd the screen like the old ones

I had to ensure that the width in Aseprite was exactly the width of the sprite box. That fixed it. I had been trying to eyeball the width and never got it correctly at 56 px, so there was always something cut off.

Thanks a lot user, the poles can be sleek.

Waste 10 years making fan made game models for yourself casually, then get serious about making a game for a year and try to find an art style that hides your mediocre modeling skills while hoping nobody notices, because you don't feel like taking the time to become better at your skill.

Yes.
Thanks.
What could be improved?

>current year
>platforming game with skeleton enemies that throw bones

Nah just kidding it looks fine.

trying out some non humanoid AI that wreck your shit.

they work like that sumo thing on the lava platform in mario 64

>What could be improved?
maybe go beyond the resolution of an etch-a-sketch

Started making collectible things. This one is supposed to be for +1 life.

>that roll
nice

Did you make those assets yourself user? Those look really good! Really polished.

having no bones seems out of place

Assets yes, character animation is retargeted.

What do you order when you go to a Subway?

Alright then.

I hate subway cause I have to choose everything. Just give me a fucking sandwich

youtube.com/watch?v=l-T4a6vsnys
Made a thing.

Now that my game has hats maybe its ready to sell on steam

they're just a basic enemy type. i'm planning on doing a pretty wide variety of physics based enemies, like spiders, manhack type things, and asyemtrical bipeds.


i always thought these things from ratchet 2 were cool.

Usually, life bonuses are red. Unless it some sort of heart container?

how do you make the character wobble all around like that in Unity

1st attempt turned out thicker than I expected
try it out in game,I tried to draw some grey lines over it but can't really imitate it

...

----[ Recap ]----
Game: Shmoop 2 (working title)
Dev:shmoopdev
Tools:GMS, Photoshop, aesprite
Web: shmoopdev.tumblr.com
Progress:
+New UI stuff, including title screen level title cards and 'Continue?' screen
+More art and patterns for later level 1
+Buncha bug fixing
+Added options for background dimming, screenshake and drawing the hitbox in various colors
+Added how to play sequence
+Original music for level 1

teach me to make cool 3d assets like that please

Hmm... Let me just adjust hue so that it can be red, then I'll post the result.

physics driven movement and balance.

----[ Recap ]----
Game: Mech game
Dev: idk
Tools: GM:S, GIMP
Web: na
Progress:
+ Ships are given random names on creation
+ Bases can be captured and resupplied at and generate income
+ Each army can field more ships if they have enough $$$
+ Ships can use supplies to heal/rebuild mecha
+ Camera now divides focus between the player, the cursor, and the nearest threat, if close enough
+ Reworked code to enable slo-mo effects. It's buggy
+bunch of other bugfixes and meta changes I dont remember
-AI can't properly defend their bases yet, sometimes fly in circles in battle
+Experimenting with new explosion FX/ bullet glow
- Need to do UI stuff soon
- Not sure on how I want to execute on a few things

----[ Recap ]----
Game:Elemental Knight
Dev:user
Tools:Unity
Web:jasonpkgames.tumblr.com/
Progress:
+ Working on how the player gets affected during attacks and knockbacks
+ Made an ability select system
- Ive become addicted to french vanilla coffee

where did you learn the physics driven movement and balance to do it

Any tutorials you recommend for it

Here it is at the default zoom.

How do you skin those knees? I feel like there are two options: pic related geometry cutting into itself, or making it look like sphagetti.

No one has EVER made a good game

can you actually kill them?

Explain what my game is then.

----[ Recap ]----
Game: PROJECT MURDER PARTY
Dev: you know who
Tools: UNITY
Web: brazileirobr.itch.io/pmp
Progress:
+ Made 2 new maps (Battlefield and Mall)
+ Remade the Mansion map from zero
+ fixed some bugs
+ Added Hats to the game
+ hats protect you from headshots
+ Made new item ( Scissors)

A bad one.

How's that?
I think it looks more in harmony with the color scheme. Env - cold colors, game objects - warm colors.

>give me a tutorial hurr
modern game dev makes me SICK

hm, could be a problem if you make the web thick enough
should I try something like those high voltage lattice towers?

How else am I going to learn when I am too much of a brainlet to figure it out myself

Italian

un-brainlet urself

how

get a job and buy a house

i started in gmod actually. i came up with a decent system for physics driven movement in gmod and thought it would be fun as a stand alone game. so i tried to recreate it in unity and it worked so i ran with it.

other guy wasn't me by the way.

I-i thought this was going to be a shmup, user?

what is your new direction with things if you don't mind?

I think it's fine, I will probably make the cables transparent anyway.

What is the way?

honestly its fun for certain applications but i'm not sure why you would want to learn it. if you want animation that looks fluid check out something like puppet master.

Shape keys can be used to fix this or at least lessen how noticeable it is.

It would defo help if they were at least partially transparent.
Don't really want to crowd the map with static boring thing you have to spam to make everything else work, like these pylons
I like them this way better too.

would people here pay $20 for a piece of music

Looks more like health to me.
Usual stuff: red for life, green/blue for energy/mana, yellow for money.
Maybe I'm just old fashioned.

if it's good and long enough

depends on how it's licensed

This is a humble reminder that learning how to develop your game from scratch (that is, not relaying in game engines such as unity and GMS) will take you closer to deploying a game and beat your competitors.

Because games and game development are so popular, and you are competing against other games for attention, it is in your interest to use more performant tools that allow you to program your game without cutting any feature or depending on closed software.

If you are interested in defeating your main oponents (those using game engines, like the ones listed in the op poster), here are some tips:

- Use efficient and performant programming languages, such as c++, rust or nim.
* cplusplus.com/doc/tutorial/
* doc.rust-lang.org/book/
* nim-by-example.github.io

- Learn algorithms:
* coursera.org/specializations/algorithms

- Learn maths and physics:
* khanacademy.org/math
* khanacademy.org/science/physics

- Learn how to get the most out of your cpu:
* dataorienteddesign.com/dodmain/
* learncpp.com/cpp-tutorial/79-the-stack-and-the-heap
* fgiesen.wordpress.com/2016/08/07/why-do-cpus-have-multiple-cache-levels/

- Learn how to do graphics:
* opengl-tutorial.org/beginners-tutorials/

Good luck.

If it's decent music yeah. That's a very low rate, I hope you realize

That looks quite promising but I'll have to find something similar for 3ds max, thanks.

how difficult would it be to model this lego character?

Yeah, it did start out as a SHMUP but I decided I wanted to try something a bit more weird since I couldn't really think of anyway to make a shmup more interesting or 'different'.

to boil it down to the most simple premise since i'm not to sure how in depth I will be able to go,

>You are a pilot of the blue army who are currently at war with the red army for reasons
>capture their territory/cripple their fleet enough to launch an attack on their homebase
>the player only have control of one ship and the rest of the fleet is AI controlled
>goal is to turn the war in your favor by helping them out in battles and indirectly influencing to do things

i would say i want something like mount and blade with mechs but that probably isn't accurate. I already expanded scope and I dont want to do it any more

so are so sued, kid

needs more enemy out smarting

you wanna get sued, kiddo?

yeah, it'd be my first music composed for anyone else though so i don't want to overprice myself.

posted these last thread but here you go again
a.pomf.cat/mvrysl.mp3
a.pomf.cat/awjkkc.mp3

i'm trying to get more comfortable with more realistic orchestral/whatever music now, although that also depends on what plugins i own too

youtube.com/watch?v=Wv-qsxHA9Ug&list=PLda3VoSoc_TR6TsTotr32bkJRISY_GnfG&index=1

Modo Indie doesn't have any scripting abilities and you need them for all the nifty scripts and plugins.
Modo 10.2v1 crashes on start, i only get it to run on a Linux system. Older versions run fine (and more stable than Maya).
But on the other side if you want to rig and skin and animate stay away from Modo, very far away. Its an excellent modeller, bloated with lots of stuff, pretending to be a fullfledged 3D DCC (its not!).
Lightwave is no real option either, ESPECIALLY not for rigging. You think Blender turns your Brain off, try riggin a character in Lightwave and you go insane.
That leaves Cinema 4d and Houdini.
I wouldn't recommend Cinema 4d for rigging either, because that and unwrapping was the reason i left C4d as my main program for Blender.
It works for smaller stuff, but the moment you want to create a complex character you'll hit the glass ceiling of that walled garden. Still unlike Modo, C4d IS a full 3d DCC only not as competent as Maya/Max.

I would actually recommend a combination of Blender, Zbrush and Houdini.
The Houdini indie version is worth the price, they do sell permanent Licenses, they are a private owned company with healthy customer relationships, and you can get a free Non-commercial version in under 5 minutes.
You can download a trial of C4d too.

recommendations from a nodev nicee

To all my blender friends, remember to use the skin modifier for setting up basic characters!

It's pretty decent stuff, some critique tho if I may

>nes
Focus on a strong melody and avoid all the other effects that complicates the composition rather than enhance the melody

>snes
Same here, you need a stronger melody that carries through the song, the other stuff isn't bad in this one tho.

I don't know if it's true across your songs that the melody is kind of weak and unfocused, but I think that's a big point you can improve. Anway, with not too much work I would definitely be willing to pay 20$ for this

Here's some of the OST for the /r9k/ game Wojak's Journey:

soundcloud.com/user-985755321/temper-tantrum

soundcloud.com/wojakfeels/wojaks-adventure-blue-waltz

soundcloud.com/wojakfeels/wojaks-apartment

Can anyone make a rough estimate on how much it's worth?

wow, its like shitty zspheres

It's worth as much as the author is willing to sell it for, music has no fixed price.

And I can do better shit than that for free.

>wow, its like shitty ____
blender in a nutshell

that's not how capitalism works. It's worth as much as a buyer is willing to pay for it, silly

----[ Recap ]----
Game: 3DS FPS (WIP title)
Dev: Kada, Theonian
Tools: Unity, Blender, Gimp
Web: theonian.tumblr.com/
Progress:
+ modular building assets for the city scene
+ Network character hit, deaths, scores, end game
+ In Game score menu
+ Weapon select menu/screen, click or touch to select weapon
+ Atomic item pickups
+ Host item respawns
+ Hover Vehicle
+ Atomic access for vehicle seats
+ Network vehicle updates
+ Network change weapons
+ Random character spawns

don't ever reply to me again

After having used Zspheres and then the Skin modifier I personally prefer the skin modifier. Like, I understand Zspheres, but I Skin modifier makes more sense to me.

Also, remember to turn on the bool tools!

thanks, that's actually super useful! i hadn't really thought about my melodies before in any critical way.

time to go write some more music

got a tumblr?

----[ Recap ]----
Game: 3D FPS
Dev: A nigga
Tools: Unity, Blender, Adobe Creative Suite
Web:
Progress:
+ Modeled some generic sleeves
+ Using makehuman hands
+ animated 500shotgun
+ updated coding for shotgun routine

----[ Recap ]----
Game: Autumn’s Gesture
Dev: quasiberry
Tools: UE4/Maya/Zbrush
Web: quasiberry.tumblr.com

Progress:
+ made a sword model
+ made a fire effect for it
+ redid some animations