/agdg/ - Amateur Game Dev General

Olimar 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
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:

poal.me/qe4ezp
soundcloud.com/cesque
youtu.be/vlJzeCB4Vow?t=1m45s
youtube.com/watch?v=n7sR_WUtdbc
twitter.com/SFWRedditImages

first for godot

what

anyone else #spring_dev ?

Drawing sprites and 0 lines of code is NOT gamedev

Your desk is so messy

user... clean your room

How about a pong jam where you expand upon the basic gameplay of pong and complicate it with your own personal touch?

>sonic
Oh boy

>no webm information
boo

I think going totally 3D would still be preferable to working out a way to handle prerendering every animated sprite.

Totally unrelated but I've been wondering how 2.5D like Project Zomboid or Shadowrun would affect the difficulty in programming/putting everything together since it keeps the best elements of both on the asset end: It's way easier and faster to draw a static object in 2D and way easier and faster to animate a 3D rig.

Unity question
Its freezing when the Game tab is visible. So if its visible/in its own window when [some code] happens, it freezes. But if its buried under another tab, it runs fine until clicking on the game tab to bring it visible.

Has anyone had this before?

I reworked the way laser gun works for fun.
New meta

>been drawing for a little while now
>decide to finally try draw something to scale down and see if I can sprite it
>after drawing all these fucky "loose" and "fluid" poses for so long I can't draw some cunt standing straight subtly leaning on one leg

Might be a bug caused by something in update()? Update is called once per drawn frame. Not sure if that means update isn't called when you're not looking at the game window, but it's possible. Look for an infinite loop

RTSs are hard to make and even harder to get right. thats why no one makes them.

lmao

lol

I have the same thing going on except with anything that isn't porno poses.

it's flyclops all over again

...

I didn't know that was a thing. And I really thought that getting propelled by a laser should be stupid enough to be original

Second round of voting now open, featuring all options from the first poll that received at least 3 votes.

poal.me/qe4ezp
poal.me/qe4ezp
poal.me/qe4ezp

Whichever theme has the most votes when this thread hits bump limit is the winner.

I still dont understand how you can have clarity issues after all this time.
took me three watches to realize it was an actual level demo

Nothing much for visible progress today. I finally fixed a huge bug in my netcode that was causing a weird jitter/snapping artifact when ships were moving slowly at low ping.

Also added this little spotlight effect so you can tell when a turret is active/manned on a capital ship. It's placeholder but mostly just a proof of concept.

Daily reminder to get max salty about jam themes even though you're not even going to participate.

How does stock art jam work?

Does everyone use the same assets?

10/10 would fly with

There's a crap ton of "stock art" photos on the internet, with watermarks on them.

I imagine the point is to draw from that pool for assets.

That seems like a dumb idea
None of those pictures are suitable to gamedev
memers strike again

Yeah pretty much railroaded into static shit like VNs / text heavy adventures or w/e.

Anything that attempted to animate them would look max awkward.

Wouldn't it looking awkward be part of the fun though?

basic rig and grayscale diffuse added, weight paint needs some work but for now its more fun to work on textures when posed

But there is, it's been there for like a year.
tools.aggydaggy.com/

Give me your modeling skills!!

i have no idea why you're doing this, but you're going all out and i respect that.

"Clarity issues*
>diarama themed puzzle set levels.

How is that an issue? If you actual PLAYED the game you will know where your avatar is but watching a random clip and you've never played Bokube before or understand it of course you won't have 100% clarity.

PROGRESS:
After a METRIC ASSLOAD of annoying errors in trying to get the hitboxes to change the enemy state correctly, I have managed to get the enemy hurt state working!

...but the sprite for it isn't done so I had to make a temporary placeholder for it. It flashes in the webm because of the webm compression, but it does not do that ingame.

I would implement the stunned status for after countering enemy hits, but I'm feeling a bit drained after the trouble I had to go through to get the script to stop crashing gamemaker from animation index errors.

has no one made a good twin-stick diablo-type ARPG?

diorama's can still be read.

And I played his demos way back, I know how the game plays just fine.

But at this point its not even worth getting into I guess, ill be interested in the steam reviews though

Does following along in basic video game tutorials actually help or teach you anything?

punchsnout

Dude making here,
Yes.
Basically everything I've been able to accomplish so far was all started by me following along with shaun spalding's gamemaker tutorial videos. After a little bit I started to get familiar with GM enough to the point where I don't need tutorial videos anymore to know how I want to accomplish what I want to do. Following along and coding with the tutorials and then tinkering with them is entirely what got me on my feet. At least when it comes to gamemaker, Shaun Spading's tutorials are really good at explaining WHY you're coding something in a specific way, not just saying what the code you have to use is.

Jesus christ how did I not think to title my game that

I #springDev .

Games not even good enough to get on steam you idiot.

i'm meant to be working but instead i wanna write music so i'm looking to write a couple of tracks for anyone who wants them over the next week. i'm more experienced with chiptune + SNES soundfont stuff but i can try whatever you want to throw at me probably!

looking to do $25 a track, or if you're looking for ~30s loops or something i can probably do cheaper.

message me on soundcloud soundcloud.com/cesque

How do you make your music, music man?

Still feels like winter here I'm fucking shivering

most of that stuff is actually made in Renoise but i've found that the more videogame music i write, the worse Renoise is for it. because of that, i've started learning to use Reaper.

It is a waste of time to pre-render characters like this. Setting up a simple animation system that mimics 2D frame animation is fairly straightforward. The rendering is trivial. It also means you have more tooling between asset creation and seeing it in engine. Tooling you have to create, redundantly.

Also, once you have an animation on your boned humanoid, you can apply any weapon, item, clothing you like when it is 3D. Pre-render and you have shitty combinatorial explosion that is not worth dealing with.

If I were to do project Zomboid I would do it all in 3D with an orthographic, isometric projection rendering. Probably still make the maps tile based. If you need painted details, that can just be put on some simple primitive and will integrate seamlessly.

I think the vidoes are noisy and hard to read. Muting all the background stuff to allow the dynamic elements top pop out would be good. I don't think this would compromise the overall style. I notice this sort of noise is evident in most the levels they make. It is strange because they appear to be accomplished artist/renderer.

So my I'm getting errors that a bunch of Inputs haven't been set up in Unity. Has this happened to anyone before?

>they appear to be accomplished artist/renderer.
eh

It sounds like noise.

='[

What's that supposed to mean?

Accomplished = proficient, with proof.
Artist = drawist
Renderer = making things look cool using techniques such as lighting, texture, colour and value

It means they are good at drawing and at rendering. It implies they should know a bit more about contrast and composition.

Hes okay, thats it

Get a better waifu

Really cringy.

I can't believe you've done this.

Stock Art Jam should work like this:
We use nothing but cubes (2d games) and capsules (3d games) and focus mainly on the gameplay.

Interestingg okay I will watch all his tutorial game maker videos

The models in Zomboid are realtime, not pre-rendered, so like what you're describing.

>Pre-render and you have shitty combinatorial explosion that is not worth dealing with.

Yeah, that's how I figured it'd work out. Some sort of script would have to be set up to do all the pre-rendering and then I'd still have to deal with the resultant clusterfuck of sprites that I'd likely have to spend ages making different systems in the engine to handle. It'd be like using sprite art in the same situation, not worth it in the long run if not purely for the aesthetic.

WHY DO ALL OF THE CODING TUTORIALS ONLINE REQUIRE YOU TO PAY FOR THEM?!?!
GODDAMMIT I JUST WANNA LEARN C#

>c#
kill yourself.

>telling people to kill themselves
kill yourself

To milk Unity lusers like you

bro there is lots of good free ones

If you can't even use google, then you deserve it.

Who else /making the next WoW in Idris/?

ISHYGDDT

Learn Java instead, then learn C# with a "C# for Java programmers" tutorial.

The two languages are basically the same.

t. looking in from outside the enterprise OO box

>ISHYGDDT
shiggy

why is drawing on microsoft paint so difficult?

It is much easier to draw on paper

The models are pre-rendered as far as I know. Unless they decided to scrap that, but last I played it was still in.

The only time I would do pre-render is because the cost of rendering is too high for real time. For Zomboid style that is totally not case.

You have another level of disconnect between hand and screen than you do paper. Get a tablet monitor and it feels much the same as paper.

Keep trying! You'll get better at it with practice!

vr dev is kinda hard, it goes from 0 to puke really fast

Lol, not true at all.
The main problem with Paint is that it is for drawing pixels on a grid.
It doesn't have proper brushes at all.

They scrapped prerendered a while ago, right now all animated assets are models unless the screen starts filling with zombies and then any zombie over a limit (normally 50) reverts to the old 2D prerender style to prop up their poorly performing engine.

youtu.be/vlJzeCB4Vow?t=1m45s

Haven't used a tablet monitor so I won't comment, but it's factually undeniable that there's an additional level of disconnect introduced when drawing on a surface that translates that drawing to a monitor.

Yeah, but that has nothing to do with MS Paint specifically.
In paint you place dots individually most of the time, and maybe use some curve tools.
It's not for drawing lines in.

Only if you are fucking retarded. In Unreal, to VR dev, all you gotta do is setup the camera to emulate the head tracking. There are official blueprint functions designed for it.

Indeed.

>tfw making the unironically edgiest game ever made

Should I feel bad

That game has already been released.

youtube.com/watch?v=n7sR_WUtdbc

>UE4 EULA specifically forbids it's use in nuclear facilities
>blueprints on the monitors
My immersion

It's less coldsteel the edgehog and more 120 days of sodom

Than that's not edgy enough.

Long time tablet, incl. pen display user here:
There's still a level of disconnect on pen displays because of the parallaxing that happens between the surface and the screen. It's easier to adjust to a pen display coming directly from paper but unless you can afford a large pen display to work around the parallaxing or one of the new super expensive Cintiqs that eliminates parallaxing it's easier to use a conventional screenless tablet.
Also screenless tablets can have textured surfaces (or you can lay a sheet of paper over them) for better traction which makes it easier to be super accurate while pen display surfaces are slippery as fuck and there's nothing you can do about it (another reason to want one of the huge displays over a small one).

lol shut up basically

can I snag a recommendation on screenless tables brands while you're around or should I go get told to fuck off by /ic/ instead

huion

*screenless tablet

Shows how much I give a fuck about the continued development of the game.

Thanks for the info, though.

Might want to go ahead and open a version of MS paint from the past decade. The results might shock you!

I've only used high quality screen tablet things. (I use a regular tablet)

Wait a year and batteryless ones will become common and cheap, I reckon. That is, if the world hasn't ended by then.

setup is trivial as fuck and not the issue

when i say vr dev is hard i'm talking about dealing with vr sickness without resorting to teleportation

>knife embedded at least an inch without effect
>nuclear explosion from overloading a reactor
>powerplant workers hobbydevving on shift
This game is bad on so many levels.

>Might want to go ahead and open a version of MS paint from the past decade. The results might shock you!
They added a couple of brush presets, but they're still complete shit, user.
I don't know what to tell you.

>>powerplant workers hobbydevving on shift
This is the silliest part.

Fuck them, let them be sick. It's their fault for being a pussy.

For all of those wondering how to learn the basics of Python but don't have time for Derek Banas's video, here:

import random
import sys
import os

print("This is how you print to the screen in Python.")

FirstString = "This is a string."
print(FirstString)
print("You just saw an example of printing a string to the screen.")

print(2+5**6-4//7)
print("You just saw an example of math and printing it to the screen.")

FirstList = [Item1, Item2, Item3]
print(FirstList)
print("You just saw an example of lists and printing them to the screen.")