/agdg/ - Amateur Game Dev General

80's Chrome 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:

youtube.com/watch?v=1WeZ3X_HZ6U
twitter.com/SFWRedditGifs

nth for how is your game going?

If Godot is so good then why are there no Godot agdg games?

Name even one indie game that was made on source. Not a ""game"", I mean a real yesdev Game.

CL for scripting, Idris for the engine

Zeno Clash

Fistful of Frags?

>8ch hates Source
>420chan hates Source
>desuchan hates Source
>Veeky Forums hates Source

What is actually wrong with it? Can someone explain why Source is so bad?

ZC was source?
thats pretty cool

>not making your own special snowflake lisp like everyone else
do you even

LISP IS THE MOST POWERFUL LANGUAGE

I want to incorporate Blast Pit style puzzle into my game. Yay or nay?

>GM shit the bed with their last update.

How so?

And Zeno Clash 2 used UE3.

I will leave the conclusion as an exercise to the reader.

Working on enemies is fun. Been working on this guy. He is going to be quite difficult, able to punch your shit out if you get close, slam you with his hammer, and also charge you into the wall as his most powerful attack.

I like the little frame of weight when it falls in his hands.

Alien Swarm

>valve is indie

nice rorclone

Squirrel Sphere - Basketball minigame

Try to score a basket using various ramps and obstacles. 10 courts with increasing difficulty.
This is a concept of what an easy court would be like

You forgot to replace the placeholder textures.

so ill probably be doing a kickstarter late to mid may, hopefully by that point ill have my AI, sword combat, and gun combat all at least functional and presentable.

realistically for a no asset/art game what would be a reasonable amount to ask for? i would need enough to pay someone to help me with networking and art.

should i not even bother with a kickstarter and just fund it myself?

this i cannot believe he has conducted these vile sick Terrorism acts when he is a """""""""""man""""""""" who has N O G A M E who must resort to mailing bombs to Yes Devs so he can demonstrate that he has NO GAME and NO FUTURE because the Department Of Home Land Security will destroy him soon for his TERRORISM against THE PRESIDENT OF THE UNITED STATES i will have you know that i am good friend with Him and trannygressions against the orbs of light controlling agdg will not be taken lightly by the Secret Service because the spillway is protected property.

as long as it doesnt involve a lengthy fetch quest to push three buttons that you can't find easily.

What are you even planning for this game? What's the core loop?

Thanks

Thanks

>agdg thinks THIS is an engine that is allowed
Wow. Just fucking wow. What a bunch of stupid
fucks

>art
Should be simple to ask around for rates. You can get an actual number for this, if you know how many characters you need

>networking
Depending on how your game is coded now this could be a massive task. You're aiming for low latency and replicating all of your physics across the network?

a multiplayer foccused fighting game with a linear single player campaign if i can do either of those.

Fund it yourself
What are you honestly going to spend the money on if youre going to keep it artless?

>You're aiming for low latency and replicating all of your physics across the network?

more or less. i'm aware this could be extremely difficult. i would be happy even with basic peer to peer with just 2 person pvp or co-op but these kinds of games don't typically have multiplayer for a reason.

Literally you are a nigger and a furry. You dumb stupid actual fuck. You will be removed by police soon. Don't worry. Everything will be okay soon. For us. Not you. :)

help with networking/moddeling, i can't do that myself. i wasn't planning on keeping it artless.

i could do the art myself but that would slow my workflow down a lot.

400,000 dollars.

>i wasn't planning on keeping it artless.
oh, well then sure, i can see this getting some traction, especially if you put in your own sandbox tools for people to make their own stuff. Like someone re-making 2fort and other iconic maps/modes.

Iirc you're using the unity ragdoll with custom movement, right? I thought that the ragdoll doesn't replicate at all. You might have manually record all the bone positions and send them. Maybe an authoritative server would be a good model here?

But I think once you get the physics replicating at all, whether it's 1v1 or a 100 person FFA is a matter of scaling. The fundamental system should work with either way

Went back and watched your greenlight trailer, your game actually looks kind of fun
Nice job user

no its a custom rig i made out of rigid bodies and joints.

where would be a good place to start with learning how to setup an authoritative server for games?

i would probably back this. i couldn't give you an estimate on what a good number would be though. probably less than 5000.

Man Chinese localization seems like a clusterfuck hell.
They really need to develop a new unified standard.

Lol. You actual stupid fuck. Where is your game?

Have you considered getting someone to help you with art for ONE character and some backgrounds, then your kickstarter will have more appeal?

The chinese? Or do you mean character encoding?

Well from youtube.com/watch?v=1WeZ3X_HZ6U
more towards the languages themselves.
But Chinese is also pretty bold and ugly so yeah, thats also a problem.

i can do some basic art and i was planning to for the kickstarter. the metanoia dev gave me some parts to mess around with as well just to see if it would work but im not sure how that would go legally.

I recently learned that q3map2 can output ASE models from .map files. Through an unholy process from Noesis to Blender, I have a workflow for making really simple models, like this armor pickup.

Someone make the 80's jam page please

No because 80's isn't a valid game theme.

If you're doing a KS for art (and also networking but this post is about art) then you're going to need to line shit up with an artist at some point.

Would it not be reasonable to find an artist you're interested in working with before you start the KS, either paying them to make some good "this is what the game will look like" models or paying them up front with the understanding that you want to continue working with them (I think it's better if you get them to do the models without being paid because it shows commitment to the project but I'm sure some/maybe most people would perceive it as a way of getting a free model), and then going into the KS with some "pretty" to draw people in?

Your concept is money worthy already, if you follow through, but the type of people who spend cash on KS like to have something to look at.

I mean, you sign a contract or something to use the assets for advertising? Or he just gives you all rights to them.

I don't even know whether having some art or all placeholders is better. If it's all just boxes it's at least clear why you need $X,000.

Yes it is, and enough people want it.

Is mayonnaise a valid game theme?

yes

>realistically for a no asset/art game what would be a reasonable amount to ask for?
You ask for what you need. Kickstarter is not for just getting whatever money people will give you (yes, yes, I know). So spend some time making a plan, calculating costs and a timeframe. If you're going to be bringing other people onto the team, talk with them about their compensation and commitments/contracts. Kickstarter is like seeking an investment; your investors want to see that you have a plan and the means to execute it within a reasonable timeframe.

Or... you could just say you're making a cool game and ask for whatever the hell you want because your game looks cool and the general public is not that smart about this.

Game Idea

Furtris

Tetris, but with gay furry porn

Continuing on with voice commands for a co-op game, what could be some puzzle solving related lines? I got:
>Push/Pull it!
>Activate/Trigger it!
>On my mark
>Wait/Go!
>3 second countdown
>Slowdown/Speed up

Just throwing some things out there. Would also probably result in people spamming pull it and trigger it.

Can I see your game user?

Are you creating an asset pack or are you trying to make audio assets before you've even designed the game?

i have a few people who offered to do art for me, i was in contact with one recently but he doesn't really do the style i was after. he mainly does organic characters. i realize the key to KS money is 90% presentable art, not that i'm complaining, it is what it is.

>Put it there!
>Harder!
>Oh, that feels good!

>Or he just gives you all rights to them.

we weren't really clear which is why i can't really use anything anyone gives me. i read up on CC rights and it seems you can get screwed in so many different ways.

In my post I fucked up and suggested paying them twice, but I meant either find an artist that would be interested in participating for the long haul and getting them to make some models for the KS as a show of good faith or paying them if you have to. Either way you're already aware of the possibilities ahead of you, I'm sure.

I like to write down whatever ideas I have floating around in my head so that I can remember them later for when I do implement them. I can also think about how any current systems I am working on might relate to later ideas (hint: currently none relate to voice commands but it helps me to keep looking forward).

G E T I T I N W R I T I N G

>we weren't really clear w
Then make it clear or otherwise you're fucked

Tbh getting a contract for that is probably good to practice. You'll need to have a contract for the final art assets anyway, you don't want to get fucked then without knowing the process

I think having a few pieces of good concept art to show alongside your "prototype" gameplay would be good enough for people. Your webm's have enough entertainment value on their own even in your early state. I imagine people would like the idea of seeing something cool like that and then seeing what it could become after they've funded it. That would actually be different from what we usually see, I think, where people often put up videos of what look like finished games while asking for money, and I think that difference could even be leveraged to your advantage.

i'll see how it goes with my current artist but i'm pretty sure he's going to back out. i think he's expecting me to change my desired style. the art style i want wouldn't really scream click bait meme dollars but its integral to the kind of game i wanted to make.

IS THERE NO EASY SHADER TUTORIAL??

thats what i gathered from a cursory reading of how these things go. you can get fucked six ways from sunday no matter how you try to prevent so its always better to stay safe and not bother with "free assets" no matter how well intentioned.

gonna work on that and a crowd in the arena as well
thanks. once put out a demo ill do another round of marketing and that should help

i had a similar train of thought. i think too much polish early on can kind of feel scammy at this point. like "why would i fund this if they're already done" kind of mentality. but at the same time i'm not really sure where the line is. i guess it really depends on the game.

Added some extra types of movement for traveling around the Overworld HUB to get to Worlds/Levels

Also put in an orbit mode before entering a World/Level and nifty atmosphere/cloud graphics.

i have a pretty clear grasp on specifically how much i need for what but it would be nice to get just a little additional security if i can. i dont want to milk it for everything i can but if i get slightly over funded i wouldn't complain. i think i'll look around at sucessfully funded games with a similar scope and needs and base it off those.

pretty basic but this looks kind of neat. you should make a 3D shmup Rtype gradious kind of game.

Can't see the left arm in the impact/follow-through, looks a bit janky

Overworlds are kind of tedious, though have a lot of nostalgia factor. Maybe put some easy enemies or an obstacle course or something in there

Why are overworlds tedious? Admittedly I really enjoyed the calm sailing of Wind Waker.

Wind Waker travel was filled with mini-adventures. Storms, enemies, treasure-hunting, platforming. And once you get halfway or so through they give you limited teleportation as they realise that sailing from one side of the map to the other would be boring.

If there's no gameplay in the the overworld it's just a really slow level-select menu.

>it would be nice to get just a little additional security if i can.
I would absolutely factor that into the goal amount as well if I were doing a Kickstarter. My post wasn't to say "don't ask for any more than you absolutely need" so much as to say "do ask for everything that you need."

Hey Ethan B musicguy, if you happen to be here, how much do you charge for say 10 songs?

Time for my very first progress.

----[ Recap ]----
Game: PixelBrothel
Dev: Unnamed
Tools: C++/SDL2
Web: None Yet
Progress:
+ Functional Garbage Prototype UI
+ Basic Game Mechanic assigning jobs
+ Doesn't Crash
+ Unit-tested, Unit-approved
+ Future UI states should be much faster
- Functional Garbage Prototype UI
- This took me 3 weeks
- No way to add more workers
- 0/10 font

Not totally sure what I would add. I definitely see your point, but i think just adding "Go around this hazard" or "Go through this good thing" isn't really a fix.

Not sure if it is a stimulus problem, where players just want to be doing something "active" all the time. Which I think isn't a problem.

I kind of reject the notion of Sailing across the world in Wind Waker as boring, but I love those visuals and I am a patient person who knows how to relax.

I think the main issue is repetition resulting in the player being bored due to predictability of what is around the next corner. Which I totally agree that it is a problem

The only ideas I can come up with off the top of my head would be
>Maybe something that patrols around and if it sees the player it chases them.
>Something akin to a Day/Night Cycle where visuals change
>World itself moves around so getting from A-B is unpredictable
>GUI with a small 2d mini-game to keep "ship engines" running.

he's offline right now, i know him IRL. what kind of game is it?

>should i not even bother with a kickstarter
yes you should bother with it, its free money baby
and like you said you need to hire networking and art people

how much should you ask for? As much as you think you could get

rather ironically given what everyone has been talking about with this prospective jam, high-paced sci-fi / synthwave

he does comisions whenever he can, he's leaving for LA soon. whats your email i'll give it to him.

his email is:

[email protected]

Progress -_-

What do you think -_-

not bad. i like the road layout.

i woke him up, he said he can get back to you tommorow, just send him an email now and he'll check it out.

Hi Bartum

----[ Recap ]----
Game: Legacy Code
Dev: legcodev
Tools: GMS, Photoshop
Web: legacycode.itch.io
Progress:
+ Random polish and number tweaks
+ Refactor tiny amounts of code
- Went camping for a few days

oh man this was an unnecessary response

I'm going to email him right now though

Anyone familiar with Gamemaker?
I'm trying to get my walking sprite to look right, and it does on its own, but not with the stationary sprite in the cycle as well.

I want to skip over the first image in the set when walking is initiated, what's the easiest way to do that?

I can't stop vomiting

Make two sprites, one for standing, one for walking. Switch between them by setting sprite_index, image_index, and image_speed.

kys

I just woke up, but this should still make more sense than it does.

I have almost zero idea what you're trying to say, but if you want to skip over the first frame, just manually set image_index to 1 when you're setting the animation.

Wouldn't that just keep it on the second image indefinitely when movement is initated?

if image_speed is set to 1, it'll progress normally.

So like, on initiate:
sprite_index = sp_whatever;
image_index = 1;
image_speed = 1;

If you've already got animations playing normally, then image_speed is likely already set, meaning you won't have to double down on it.