/agdg/ - Amateur Game Dev General

You can do it edition!

> Next Demo Day 14 (ONE DAY)
itch.io/jam/agdg-demo-day-14

> Upcoming Monster Jam
itch.io/jam/agdg-monster-jam

> 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

i like that pic much more than the stupid anime shit

blurst for doing your best each and every day

Demo Day is almost here!

You are gonna make it this time, right?

no, it's gone for good this time

>nyaa sukebei died
>hundreds of obscure japanese dlsite porn games lost forever
>can't steal assets from them anymore

truly a sad day

No, but mostly because I'm having really hard time making the level generation system of my game.

pls help
I think I fucked up

I'm thinking of making a visual novel with some token "gameplay" tucked in to attract the kind of people who don't normally play VNs, à la Ace Attorney but with a high school setting. Should I go forward with it?

How about some clues as to what the fuck your problem is?

/noobdev/ here, using Unity.

should i learn and use the Unity UI features to make my buttons instead of just making them gameobject and coding them my way? what are the advantages?

my buttons will need to be:
-pixelperfect and pretty
-move around the 2D scene
-have "drag to target" properties. Think Heartstone targeting system.This mean i will have to differentiate between clicking and releasing elsewhere.

Segmentation fault

Gonna need more than that.

I don't know if you're the only one making OPs but please remove the "mayang.com/textures" link because it's a dead domain.

definitely not

The owner removed the site for good because he's scared about a recent law change in EU where the server is.
Some people are building mirror sites based on old database snapshots though.
It's a sad day.

I'll be making anime OP threads from now on just to make you mad

Ace Attorney's gameplay is still quite fundamental to its design, more so than it might seem in a casual look at the games. They're not just VNs with gameplay thrown in.
If your gameplay really is just token then it's not going to attract anyone. Just make a VN if that's what you wanna do.

>tfw finally working on my gdd
>suddenly my game starts to become an organized concept that follows a structure instead of being a pile of notes behind a tech demo

Huh

I've commented out my whole main func body and that shit still shows up.

you shitting me right?
and I've been refreshing the fucking pages like an idiot whole day
fuck where am I supposed to get 2ns season of Oregairu?
and this shit happens right as I get hooked on something after fucking years of not watching anything...

Sounds like it worked before. Try restarting your computer.

If you're still having problems, you may have some corrupt system files and need to repair them (look it up) or format / reinstall.

But I don't know any specifics. Get googling those error messages / .dll files, don't download anything shady

Shit works fine when I run it though, it's just the debugger spazzing the fuck out.

just go to the irc channel of your sub group you've been downloading and get it from their bots

if you don't know who is subbing the 2nd season of the show just check the channels of some of the groups they will have it in the join message what they are planning

or just ask /a/ on a thread

>irc
Gross

remember the bubs group, gonna try looking it up myself first
damn this is shit, that site was good

>not-irc
gross

Oh, weird. Also you should have said that from the start (not that I can help you).

Veeky Forums is not IRC

well when I used mirc it wasn't much slower to type xdcc send #1, read the .txt, then xdcc send the number i wanted, let it wait in queue and dwonload when ready because mirc auto-accept transfer requests, not much worse than go to website in web browser, search the show, copy the torrent / magnet url., and paste into torrent client. except that with irc download you can watch it while it downloads because it isn't in random byte order, back when internet speed was only 512kb adsl1 that was useful

0-4 - opening menus/design
5-9 - work on camera transitions

hah, fell for the boring shit

Can you set up an RSS feed that automatically downloads the shows you want as soon as they come out on mIRC?

0-1 - anime
2-5 - shaders
6-9 - drawing

0-4 work
5-10 fap

Currently working on some HUD stuff

+ Icons for cores, husks and shards. They're a little boring, I'd like to make them dance/bounce a little bit, but I have to see about doing vertex animation on the actual UI material because hand-keying the animations every time I use an icon will be nightmarish.

+ Save system updated to remember the "actual on-hand counts" for Cores, Core Husks, and Core Shards. Where before we only calculated world totals collected, now we also have the current count available TO the player (for opening worlds and for synthesis). There's also an HUD display for this which updates whenever one of the Core components is collected.

+ Implemented the Core Synthesis "mechanic". It's not actually an active process; basically, 20 shards + 1 husk becomes a core. I wanted a way of making that process clear to the player without them having to go talk to some NPC or engage in some pointless button-pressing task to actually "craft" the fucking things, because I hate games with crafting systems. There's a little animation on the HUD that makes it clear what's happening, so the numbers hopefully don't feel like they're arbitrarily changing when you collect a husk ("wait, why do I still have zero? Didn't I just get one?")

I still have to do some edge-case testing with this; the increment/decrement mechanics are all done via bluff numbers and the final on-hands are updated simultaneously at the end of the count, so even if you yank the power cord out of your system mid-countdown, you shouldn't be able to "lose" half of the materials. The issue is what happens if you collect a shard/husk, the countdown starts, and you quit; you'll have all of the parts to make a core but the process won't be triggered.

:(((

Please take a look at how to mix colors

0-9 i'm actually only shitposting and never had any intention to do anything, that's why i put in options not related to dev

Where to start?

...

yeah okay, not exactly but if you were going to do that you would script it except you wouldn't use rss

becasue most channels irc bots send an automated message like

>[email protected]> added [Weeb]IWantMySister.Ep12.DEADBEEF.mkv send /msg weeb XDCC SEND 432 to get it while its hot

so you'd just write an mirc script that scrapes those messages and sends the command, and have mirc auto-accept send requests, and you'd get the same effect as the rss feed torrent so long as you left your pc on all the time to catch the message

if you can code a video game you can code an irc bot

>Unity
>pixelperfect and pretty
>2D
no

I'm somewhat familiar with color theory, I thought you meant something else by "mixing".

>tfw I realize we are all procedurally generated beings

color wheels are fucking terrible
literally set back color theory by a hundred years

Let's see your color.

wow...
gamedev

They strike me as a sort of "circle of fifths" for colors; a thing that's moderately interesting for a few specific uses but that people insist on treating as a compositional answer key, and producing absolute dogshit as a result.

muh color schemes

>tfw the color wheel and google's material design shit and boner for pastels ruined graphical design forever

literally my mom's analogous colors
unironically fuck material design

>It's a low poly/pixel graphics rogue-lite with procedurally generated levels built using Unity

For the longest time I only knew that as a fractal. Shit blew my fucking mind when I saw it in person.

HEY ITS THAT FRACTAL WHAT THE FUCK

You getting enough sunlight, user?

The "I'm only here to make a quick buck" starter pack

Fractals are a great way to generate a lot of content with just a little bit of code aka DNA.

set in space!

Procedural content is the biggest scam and for some reason players still see it as a feature and not a massive red flag for low effort and repetitive gameplay.

Pros:
>INFINITE LEVELS
Cons:
>None of them are good

>literally just came out of a fractal and you guys are talking about this

The trouble is people use it because it's less effort.

If someone put as much work into their generation than they would have had to put into designing a suite of levels, it might actually be good.

Idea for a game: a ten-level game with 40 levels, and every time you play a new save each level is randomly selected from one of 4 possible options.

>get in contact with artist I like to get some art for my game (backgrounds)
>doesn't care much for bartering, the same fixed price for every individual commission regardless of complexity
>ask if I could get 10% off the whole thing because I'm commissioning 20-30 pieces
>"lol no"

Why are artists such jews?

There is no guarantee you'll actually buy all 20-30 pieces (because knowing indie devs they'll drop the project within a couple months) so what incentive is there to offer you a discount?

As an artist, the only way I would accept that deal is if you were paying for all 30 up front.

No it wouldn't. Procedural content almost entirely can't have anything interesting in it because the most interesting aspects of any game's level design are the moments when something unexpected happens; when a component that has a single function gets repurposed to have a secondary function, and the player in that moment suddenly sees the piece in a new light.

A procedural system can't ever generate something like that because in order to do so, the designer has to test it and make sure it actually works. A procedural system has to be guaranteed to generate finish-able levels without testing each unique layout, meaning it has to play it safe. It can't "think outside the box" because it can't think.

Procedural generation has a place in the level design process, in that it could allow designers to quickly generate the bulk of a level before fine-tuning the output to make something unique. That would mean more content could be created in the same frame of time. But it seems like nobody wants to use procedural generation except as a part of the finished product.

>bundle discount in anything other than simple commodities
I don't hate on you for trying since that's the nature of making deals but you're silly if you think that not accepting it makes him a jew.

>how about you just give me some work for free?
I would lol no you too stupid frogposter

Not an artist, but I can see why fixed prices for pieces makes sense for them. Anyone who's worked freelance in any field has had those clients who insist that what you're doing isn't actually complex, regardless of what they're asking or how much knowledge they actually have on the subject.

It's usually easier for me to find someone else who won't make it difficult to get paid, than it is to fight you and justify my value for the privilege of working for you.

>Hey Tom, it's me your manager. Since you're working 20-30 hours this week how about you come in for another 2 or 3 unpaid?

I giving him half now and the other half after I get half my backgrounds.

I dunno man, he does regular one-time commissions to other people for the same price, just feels a bit economically unfair for me to buy a large batch(which ends up at a lotta money) and pay the same.

Maybe there's something wrong with me, but that's what I learned in economy class.

It feels unfair to you why? Because it's a lot of money to you? Are you 14 years old?

>that's what I learned in economy class.
What exactly did you learn, what principle is at play here?

Buying wholesale nets a discount in industries where it saves labor; when you buy a whole case/pallet/batch of something, you cut out the labor of sorting/stocking/breaking down that batch, and so you can negotiate a lower price.

In what way does having more pieces comissioned save him effort?

He will still have to draw every single one of those pieces, he's not a factory that bumps out a billion pictures per day where the most expensive part of the process is the transportation.
Economy of scale doesn't apply here and any discount wouldn't be economically sound but rather just a "nice gesture".

Bulk purchasing.

>In what way does having more pieces comissioned save him effort?

You really see no time/effort saved in making 1 commission for 30 different people as opposed to 30 commissions for a single person?

>the designer has to test it and make sure it actually works
Depends on the game.

Yeah a linear one needs boundaries, but something like No Man's Sky would be much more interesting if some generated planets just happened to be quite impossible to explore because of mega gravity or the planet being sentient or unending asteroid strikes.
You can design the game around that sort of thing, have lots of gameplay elements to allow for emergent gameplay, let the player decide and figure out what is and isn't a good idea.

Im a professional artist, i will make it for free

...

Not him, but it's not only physical goods which offer discount for large up-front payments. Almost any subscription service will offer a lower per-month cost if you pay for a larger amount of time up-front.

The guarantee of a lot of money 'now' is typically worth a lot more than a possibility of more money over a large period of time. That may be his mindset. 30 pieces being locked in and paid for now may be more valuable for the artist than the risk of not getting 30 pieces commissioned by others in the same period of time. It was worth asking IMO.

Ironically, people who are paid per month get less moneys per hour than those who are paid per hour for kinda the same job.

Because when you're paid per month you're also paid for the time, that you'd otherwise spend waiting for a contract.

I'm handing out free (You)s, respond to this comment to get one.

>You really see no time/effort saved in making 1 commission for 30 different people as opposed to 30 commissions for a single person?
Not really. Assuming the commissions are coming to him regardless, you aren't saving him the time of hunting them down. Why would he take 90% pay for 30 drawings when he could take 100% in the same time-frame?

>that portfolio
Haha nevermind, thanks.

great gamedev post

Designing a game in such a way that theoretically all of the content is optional is creating a really bad game for an entirely different set of reasons.

see
It's not always guaranteed that he'd be able to fill his time with the same amount of commissions. In this case, maybe he can, or maybe he just really doesn't like user. Who can say. But it's not unreasonable to ask for bulk discount, and anyone who would get offended over that is being silly.

But they aren't being paid for 'now' is the problem. I assume maybe if he did offer full payout up front then they might negotiate but offering half now half later doesn't guarantee the artist anything at all if user flakes on him. Also I didn't read the artist being offended but maybe you were just making a one-off general comment.

>Assuming the commissions are coming to him regardless
That's a big strong assumption. But yeah, under that case, it would make sense for him to just say "fuck you" to anything less than full price.

>175753439
Fuck off, you're not getting shit.

It's not about the time preference, it's about the fact that subscription services ALWAYS have vacancies and therefore are always looking for new contracts; you are saving them the labor effort of hunting for contracts by buying up-front.

You won't get typically a discount on your monthly rent if you sign a 2-year lease versus a 1-year lease. You won't typically get a discount on your hotel room booking for 5 days instead of 3. Why? Because in those cases, you're depriving the property owner of the ability to lease/rent that space to someone else, who would be paying full price.

Same with an artist; if he's doing a commission for you, he isn't doing one for someone else in that time. His labor is limited; he's going to make it available to people paying full price, assuming those people are currently coming to him. He's got the leverage.

>Ultra (You)
Woah. Cheers user!

That's certainly a good point. "Half-now half-later" shouldn't be the approach with a bulk discount.

>Also I didn't read the artist being offended but maybe you were just making a one-off general comment.

Mostly talking about the comments like

How do I make my RPG last longer than 10 minutes?

>tfw you writing and improving your procedural dungeon generator over a half year already and it have more code than all other parts of your game combined
And I wouldn't stop until at least in 50% cases output will be on par with zelda dungeons.

repeat 100x

>Why would he take 90% pay for 30 drawings when he could take 100% in the same time-frame?

Because, again, it won't take him the same amount of time. Not in the real world anyway, maybe in some fake world where every human being is as efficient as they can be.

I've commissioned artists before, and it always takes a while to iron out how you want things to look. Sometimes they'll make sketches or several different versions and ask which direction you like more before continuing. It's not unusual to trade emails back and forth, depending on the complexity of the piece or how vague your own description is. And I can only imagine that this takes even more time if the one commissioning is unprofessional or not completely sure on what he wants. Put this together with the fact that there's 30 different people with different personalities and timezones, and you can see how it would take more time than it would if you were to make closely thematic pieces for the same person.

Giving the discount or not is his decision, I'll respect that, but it'd be silly to claim that bulk purchasing doesn't offer any advantages to the seller.

GRINDING

this is what you have grind and excessively long cutscenes for

...

More content
Procedural content (this triggers the user)
If not procedural, linear shit can ensure the players will be seeing everything (therefore you can make less)
More difficult gamepay

I wish I had gamepay

>tfw you have a full time job code monkeying for a massive corporation but all you want to do is make video games