/agdg/ - Amateur Game Dev General

You can make anything you want to make edition.

> Upcoming Demo Day 14
itch.io/jam/agdg-demo-day-14

> 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:

itch.io/jam/agdg-loli-jam-2017
youtube.com/watch?v=0vHFv7q3KpA
youtube.com/watch?v=Z2We0YuJ6pk
youtube.com/watch?v=jpxx15b04hU
youtube.com/watch?v=q6VQed4AqO0
twitter.com/SFWRedditVideos

Loli Jam!
itch.io/jam/agdg-loli-jam-2017

2nd for keymaster

more like a big fat meme

nth for how is your game coming along

>you will never know so little about art that you can't understanding how an understanding of linear perspective applies to all games, 2D and 3D

>i swear dk used 3D models
No, the DK on the GAMEBOY, you child

What are some successful 2d porn games (not visual novels)? Those seem a bit unpopular to me for some reason vs 3d porn games.

but the sprite is just an image right? how can I get the direction from that?

super deep throat

Princess Trainer 2bh.
Sparked a whole genre of clones and a big part of the Patreon bubble

I can't draw, so I can't make any references. So I can't model anything.
Basically I'm stuck and I'm also lazying around today.

Super Deep Throat, Violated Heroine are pretty popular.

New since last progress:
-Suicide drones trying to headbutt you.
-Tanks
-Dropships, filled with tanks.

you have set up your character to change sprites based on what direction they're moving right
where's the perspective

I need example of good overworld map screens

the meter thingie attached to the ship is hella distracting

In the later levels and some cutscenes.
Just got finished going though it again.

I dont know why youre trying to argue 2d games dont have perspective though. Or just admit you wanted (you)s

no, right now what I want to do is if I press arrow key up i want my character to move in the direction he's looking. I think finding out how to do that is irrelevant to what sprites I have

I'm not dead set on leaving that meter there, but I think it's better to be able to see it without looking away from the ship, like the hyper meter in dodonpachi DFK.

oh shit, I thought it was a ship's part. Certainly a bad design in a game like this

Wait, are you trying to make your movement dependant on the orientation of the sprite ?

Lookin good, glad this is still alive.

>right now what I want to do is if I press arrow key up i want my character to move in the direction he's looking.
how do you make your character look places then

just add an event or something when you make a character look right like "statelooking right" then make your character go right when you press the arrow key up if "statelooking right" is true

i guess it'd be easier to say im trying to make an asteroid clone, so you only move forward in the direction you're facing.
right I just have it moving in a straight line hardcoded, i'd like to change it to get the direction and then apply a force for it to move that way

I gave your game a try. I agree with the other user from last thread who said that the physics are painful, but despite that I still enjoyed it enough that I ended up playing through the whole thing.

physics:
>too little friction for ground movement, makes landing on single-block platforms more difficult than it needs to be
>not enough control of movement when in mid-air
>still playable though

level design:
>actually pretty decent for this kind of game. nothing ground-breaking or amazing, but there was a decent amount of challenge without being impossible
>sometimes the placement of the key or the treasure seemed pointless, though; for example, there was a level where the key was near the door, and all you had to do to get it was jump straight up into a vertical alcove.
>the visual design/theme of the levels was all the same, aside from the addition of lava. If you were to make this into a longer game, it'd be important for the levels to have more visual/thematic variety.

graphics:
>nothing to write home about, very simple
>not offensively ugly either, though. I mostly feel neutral about the graphics

sound:
>virtually none at all
>I liked the little jingles for getting the key and treasure, though.
>not having any other sounds didn't really seem like a problem for such a short game, but if it was longer the lack of sound would probably become boring after a while

other:
>performance was good (but it'd be ridiculous for a game like this to not perform well)
>I didn't see any way to change the game resolution or make it fullscreen. It was a little annoying to play it in a tiny window.
>immediately respawning after death was a good design choice, dying is less frustrating when you get to try again with almost no delay
>similarly, not having a lives system was a good choice

My verdict is that it isn't terrible, just very basic, with a kernel of good game design. Congrats on getting a finished game under your belt, user.

>yfw this looks kinda ok

>i'm making a clone of something in gamemaker
youtube.com/watch?v=0vHFv7q3KpA

fucking google

I know you're just recreating DDP but I freaking hate those giant obnoxious star things.

im not using gamemaker, im programming on my own. take a breath you seem angry

>im not using gamemaker, im programming on my own
use gamemaker

Where should I go to improve my writing?

I tried Veeky Forums but they yelled at me

>he hasn't tried drawing the other eye yet

>drawing two halves when doing a texture

only way to get better at anything is to practice.

Hey aggy
I've been away for a while
Any cool /agdg/ news?

Why?
Read more.
actively critique your own writing, if you cant, sit on a piece for a week and come back to it.
Youre welcome to post a sample now and ill give it a crit.

is it wrong to be turned on?

>mirroring textures

forgot image

Unless you created that model at least 18 years ago it's very wrong

Actually the new fee for releasing games on steam will be between 100$ - 5000$.
What will you do if it costs so much as 5000$? I surely don't have that much money.

what determines it costs $5000 ?

>so much as 5000$?
Valve wont have a flat fee that high considering a hefty portion of their games are indie.
Theyll probably start at a few hundred and ramp up the more games you release within a time window/total.
But if they arent shit then they should pay for themselves which is valves intention.

Totalbiscuit and Jim Sterling say Valve are aiming towards the lower end of those figures.

Let me make something clear to all amateurs and wannabe indies in this thread :

There is no fucking reason for you to use UE4 if your game is going to run like fucking shit.

Using C++ is not going to miraculously make your game better if you're a terrible programmer.

Valves greed for money. And as we all know they are jews, they probably want a shitton.

they make less money from what theyre doing

i really can't see the fee being larger than 1000 dollars and my gut tells me this whole parade wouldn't happen if it was just 100

gm island

Are you reading posts I can't see or something

it's just one of these "LOOK AT ME i'm making a bold statement! give (you)s at once!" shitposts, but you might be onto something

$100.00 is a lot to some people

I think valve has lost their "being on steam means something" edge.
Yeah, they're still the number one pc vidyo store, but back when indie games were starting to go paid, only the great ones got in, and it was only due to sheer popularity or getting a publisher.
Now it means jack shit, sure you're going to get more sales that if you published on itch or gog, but there's so much shit in steam it's barely an achievement. You just exchanged money for a chance of more money.

Disclaimer I have no plans of selling my game.

100 is the current greenlight fee with the entire voting mumbo jumbo

Literally unplayble for me. You seriously broke something with the controls, because I can't get past the start screen.

so what kind of shitpost is this?

Thats why theyre doing the update, they even admit GL was known to fail from the start which is pretty shitty and shows how complacent they are.

I really hope gog or someone expand, even though it still wont matter because too many people are too indebted to their steam accounts.

>paying any attention to those two retards

I want Reddit to leave.

Because those are the people Valve invited to their offices to discuss the new system

You should probably pay more attention to things

Man, IA is fucking crazy.

youtube.com/watch?v=Z2We0YuJ6pk
youtube.com/watch?v=jpxx15b04hU
youtube.com/watch?v=q6VQed4AqO0

But what will change, then?
They're removing the "pay a bit, and have some sort of following online" system for a "pay a bit more, get on steam" one, which makes it even less of an achievement.

At least gog will personally pick if your game is 'worthy' of their service or not. I do wish gog was a bit more popular.

I think there's place both for a store that's much more restricted and curated and one that allows anything. Especially on phones where the store is the only way of getting apps (at least, the only officially supported way) it'd be outrageous if Apple/Google were picking and choosing what was allowed based on some subjective notion of quality.

It'd be great if Steam could be both but so far they've completely failed in that regard. Right now the Steam store just sucks both for small indie people who get their games buried with all the shovelware and for the players who have to wade through it all trying to find good games they don't already know about.

How do you get to the musem?

But now you just pay 100 bucks once and submit as much shit as you want. Even if the fee doesn't go up, just having to pay per title should reduce the amount zero effort meme "games".

you make a valid point

Put some FXAA on that shit my dude

Having it as high as 1000$ easily can reduce the amount of good games too though.

why is mod green
is she sick

Probably gonna be torn apart here but whatever.

Been working on this character model, I got to this point and sorta thought I was done buy took a step back look and it just didn't look right overall.

One thought I had was that the fur was too flat (as its just a flat texture painted on). But every tutorial on how to make these things look like they have more depth are always about using the particle system and stuff which doesn't work in the context of a game model.

Was hoping I could get some feedback on what I need to do to make it look better. I'm relatively new to this.

The problem is you can either pull a gog and go drm-free, and a lot of publishers dislike that, or just sell steam keys, which just makes you just a curator.
Sadly I don't think there's an easier solution.

It's amazing.
I'm working on a big IA project for my thesis, and there's so much to learn and do it's mindblowing.

>casuals complaining that your game is too hard

Theyre revamping the review system, attempting to go even farther with the customized store. And really putting an emphasis on curators in general self-modding.

But theve said theyre aware of non-games and shovelware. Killing grey sites and instant cards will help.

But they still have to figure out a way to avoid fake 5 stars seeing that anyone can be a curator.

But I think upping the fee and making it per title will definitely cull it atleast. I just wish theyd actually remove confirmed joke/non-games.

I believe you also have to submit much more information than before, that should make it generally more effort and harder to submit 15 shit games posing as 5 alternate companies.

the chicken feet and hands need to go.
after that you can iterate on an otherwise nice model.

Maybe add something to the head/face or possibly something else to the costume.

use bump maps/normal maps if you want to give depth to your model without adding extra vertices

>ignoring feedback

u have to fish up 2 old boots and then drop them off the edge and then a pair of winged boots will fall onto the stump and then those let you cross the void

Could you, please, tell me how you made her? What shader do you use? How does the modeling and texturing go? It's just. She's so perfect. ;_;

Kill jester

Progress!
Now I'm adding the eggs in the game, will post updates soon.

What do you consider "casuals"? I like hard games, but a game can also be too hard, imo, to the point where it's just too frustrating.

Fuck yeah. I finally figured out one of the biggest problems facing my game: How to position equipment on monsters/units (including the player). I'm the user making a game with units that have varying limbs and body structures.
I've also got ideas on how to move the weapons during swing/shoot actions.
After that, I have to do attack patterns and some level designing.

>hopscotch game
Comfy.
Would play it.
Keep up the good work!

Any pics of a unit holding a weapon?

well, people playing that understand the genre have also told me it's too easy. so i think it's an issue of accessibility more than difficulty.

my initial post was kind of shitposty

My problem is, how do you know what curators to trust?
I don't follow youtubers or game reviewers at all, so I barely use that feature other than for curators like "4 player local multiplayer games" or shit like that.

I'd love to see steam unfuck their shit. I just don't think it's bound to happen.

Add a two hour Nintendo-tier tutorial to explain all the mechanics

>isometric camera
yeah, nah

make it harder

It's just a standard capsule collider for now. I'll post pics when:
I have the unit model imported, AND
I can actually make the weapon swing correctly

>how do you know what curators to trust?
Its just about finding ones you like. And also adjusting your tastes to theirs. Maybe find games you already know that they reviewed, then compare.
But theres also going to be individual taste changes. They mentioned something about better genres and tags.

Doesn't matter what the price is I'm releasing on itch.io first. And if it gets enough money to release on Steam, I'll do that.
The itch.io version price will also permanently be 10% lower than the Steam price, since itch.io doesn't take a huge cut like Steam does, meaning I'll actually make more money from itch.io sales even at a 10% discount.

>people shit on me for not using perspective in a 2D engine
>this guy gets a pass while he's using a 3D engine
thanks hitler

Because there are less 2.5D games.

One is grid based
The other one is a journey ripoff

>using hitler
Maybe because he's not an idiot like you.

...

Half of your screenshot has perspective, the other one doesn't, that what irks people.

>journey ripoff
name one other game that's a journey ripoff
you are an angry angry person

all of the above