/agdg/ - Amateur Game Dev General

You still have a day to submit a demo edition.

> Current Demo Day 14 (NOW)
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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org

Other urls found in this thread:

youtube.com/watch?v=f9gkt4UIFtc
youtu.be/HjOJGmqpq_Y
youtube.com/watch?v=1kJraeOlxgI
gdcvault.com/play/1014908/Inside-Tibia-The-Technical-Infrastructure
twitter.com/NSFWRedditGif

When I post my game will you guys promise to be nice?

First for... um...

>bullyman pic as OP
This thread is based on hate

why no webm section?

nth for why havent you worked on your game today?

Demoman day is my favorite day.

no

Motavio is the only true AGDG OC tbqhwuf-a-l

Was helping my dad paint the house today.
I have to do some work around the house as payment for being NEET and living with my parents.
But we're done now, so I'll probably start some devving.

>bullyman
>nice
>ever

I expect some progress shortly.

Excuse me?

Someone please play my game
itch.io/jam/agdg-demo-day-14/rate/141515

If you could give me solid advice on what to add to make it more interesting I'll love you forever

I'm never posting my game then, meanie!

I will play all games eventually and give feedback if I have anything to say.

youtube.com/watch?v=f9gkt4UIFtc

I don't recognise this, got a webm or something?

Time to finally return to working on character sprites for this VN whoring thing. Touched up the first one to start with.

the horizontal motion looks out of place

That's alright man, sorry, didn't even realize there are a few days left to submit the demos.

Yeah first time I posted about it was a webm yesterday but I don't have it anymore. It's a "hotline miami" style top down shooter but in 3D.

the tail is ok but the breathing is pure shit

would you ever considering making a serious, non-fetish game?

because you're damn good at art and if you made a game like policenauts or old amiga/lucas arts point and click games or something in that pixel art style, I would buy it in a heartbeat

Good enough for porn.
Define "non-fetish".

can you keep your fetish outside of this board?
Why can't you degenerates just all stay in your own containment box instead of trying to get other people into your trash.

Stop telling us you like to jack off to furpeople you attention whore.

unfortunately lewd games (specially furry stuff) is where the money is at, if you can go degenerate enough

>Define "non-fetish".
I'm sorry, user, but if you don't know what the guy is talking about, then you are far behind the point of salvation.

>Define "non-fetish".
its pretty self explanatory

a game focusing on the story and gameplay rather than fetish content and/or porn

>inb4 "but my furry porn has great story and gameplay"

Off to a good start I see

The breath is too exaggerated, leading to it looking like its breathing way too hard

What's that supposed to mean?

Protip: You can turn off stubs so you don't see them anymore and will hopefully stop you from shitposting like this in the future.

Next time just post progress or other gamedev related topics.

The Anubis one would be non-fetish, then, since the Steam version is being done first.
Hedging bets with the R18 version afterwards in case it sells like shit.

>non-fetish

You draw a naked fur animal for no reason other than you want a naked fur animal, yet you ask him to define non-fetish?

Sluts can't be mascots they're only good for victory cum dumps

testing basic platforming movement

Having furries automatically makes it a fetish game, your particular art style is synonymous with porn and nothing will change that.

Since when did AGDG have so many religious prudes?

>prude

Degenerate is trying too hard to normalize his fetish.
If someone took a shit on your bed, and you said "that's gross don't shit on my bed".

Would that make you a prude?
In this case, fetishes is that big pile of shit on our bed(thread).
GET OUT

You take that back, mister!

Tried it and recorded my gameplay and thoughts. Would like to see maybe like a campaign mode where you could upgrade your dude between maps.

Also noticed you can walk through some walls in the second room.

youtu.be/HjOJGmqpq_Y

gotta admit that your bed is filled with shit to begin with

source code?

>his game has nondiegetic elements

did you post about it here before yesterday?

You wouldn't want it, it's a damn mess.

Os whered you pickup that new word?
games need both

>tfw sexually attracted to this character and don't know why

alright guys, last time I just got memed on for this and I'm hoping the thread's in better shape now. Who needs an artist?

I agree. It's just too bad it's too late to undo the normalization of anime

post art

I always knew that word.
Games should never have nondiegetic elements.

not sure what to post, depends on what the game's looking for you know? do you have a game?

what number pencil do you use?

>games shouldnt have music
yeah nah, fuck off.

i just need a general idea of how you're handling hitbox data. also what are you using to make it?

Give the character an mp3 player

fatjapandroidgirl.jpg

nah

persona 5 is better because of the ui

Rate my hud.
The explosion text is an icon placeholder

c5yVQ12[1] / 10

see this is what I mean
I'm not posting anything until I connect with a programmer who has a game in progress, not worth it to waste my time
also just going to get it out of the way since I know it's such a big deal to some of you, im a girl

Games shouldn't have floating background music.
Look at GTA for proper diegetic music (they fucked it up with V though).

but EXPLOSIDN is my favorite part

>diegetic ui
vomiting. only has a place in first person view

This. I plan to give my player character an mp3 player to listen to music
Otherwise you'll only hear ambient noises

How do I fountain better?

particles

I'm looking for an artist and some stanky on my hang-down if you're intrested

what are the numbers
why is the last 1/3rd of the purple bar cut away
why is there an empty bar and 4 squares
EXPLO

SION

>he defends developers cutting back on shit because it's too "video gamish"
i think video games just aren't for you anymore

>oh by my MP3 player is so smart it auto switches to the different places i go
god this sounds like a shitty nu-dev gimmick people will praise.

We get it, IMMERSION.
But good music should do its job and be apart of the place itself.

ha ha funny, post game?

>tfw i really am an artist looking for a programmer

>cutting back
Diegetic UI is harder to get right, but looks much better.

This meme will always be powerless because all someone has to do is post their art

>i'm a programmer looking for a dozen artists

We're making Bloodborne boys

Phase 2 is posting random art from tumblr/deviantart.

The meme is unstoppable.

So should I have a bard follow my MC 24/7 or what? How do I explain the fact no one notices the bard's music during stealth sections?

>im a girl
hahah sorry not interested, but good luck in your future endeavors.

Game Maker Studio. It started as a thing to test out GMS2, but that's a shit show so I ported it back into 1.

The basic idea for hitboxes was whenever an attack was active, a hitbox object containing the knockback, damage etc would be spawned with the hitboxes mapped out by hand. If it wasn't a multi hit move, the hitbox would deactivate after confirming a hit, and if it was it would deactivate until the next active frame (like the SF EX kick thing in the webm).

The main problem with this is that this was suppose to be a game with multiple enemies at a time (look into Tempest of Heaven and Earth) so this would've crippled the combat. The hitboxes are also all relative to the character, so hitboxes for things like the shoryu had to cheat a little.

For the characters, the blue hitboxes are colision with walls and such, and the hitboxes for attacks are defined per frame of animation (in this case, pixel perfectly in the image editor). I also planned on having a push box to keep characters from melding in to eachother and a throw box for throw range.

this would be a fun world gimmick

each hero and villain has their own bard

gentlemen's agreement not to harm bards

youtube.com/watch?v=1kJraeOlxgI

Base the entire game around the concept that the protagonist is a delusional billionaire and all the enemies are just playing along

yep particles is the way

A bard following you around could be hilarious but it's overkill for a joke, just put him in random places in the background and such and imply he's following the player instead of literally making him follow the player.

>Game Maker Studio
Just going to stop you right there, sorry. I'm not really interested in helping with this, but I wish you the best

Wow! Couldn't thank you enough dude, really appreciate the attention you gave it!!
I'm aware of the wall glitch and weird controls, currently I'm reworking all player movement.
I'm definitely adding a campaign and player upgrades, just trying to think of a good storyline while I work on the mechanics of the game.
While it may not show much, the weapons are really different, like only the FAL is a guaranteed one-shot kill, the P90 has way more spread and higher chance of ricochet and you can kill multiple enemies on one shot with the shotgun.
I'll definitely be taking your thoughts into consideration, and again, thank you very much!

No, I've been lurking on and off for years but now is the first time I got something kinda worth showing

I've always wanted to play a gloomy FPS with ludicrously detailed gun handling mechanics
>taking the magazine out of the gun to see how many bullets are in it
>glancing down at your bandolier to see how many spare magazines you have
>holstering your gun so you can have both hands free to put stuff in your inventory
Maybe I'll work on this in a few months after I've upgraded my PC to work with UE4

google "receiver"
it isn't fun

I'm not working on this anymore, it was a side project one weekend for fun. Probably a good thing too, input buffering and charge motions I couldn't get working for shit

My main squeeze is this game, witch you can play in demo day.

Did they ever use particles in Paper Mario besides spawning sprites like for the dustclouds on mario's run?
How would I do particles so they won't clash with the rest of the game's simplified style?

Ok, like I said I'm not interested in GMS thanks. Good luck anyhow.

aren't you making this in unreal? you can do some cool shit with vertex animation.

or particles like that other guy said

From a technical perspective, what's the difference between an MMO and a regular multiplayer game?
Are they made differently? Or are they the same but you just simply need a big enough host computer/server to handle so many simultaneous clients?

There are particles on the floating companion things in the newer paper mario.

my game has a music player, songs are gameworld objects you can find and collect. It would be cool to have a folder in the game directory a player can put mp3s to get imported into the game, but do people still listen to mp3s versus streaming stuff?

that reminds me of this bug
I had it for a long time before I really tried to track it down, and then it still took all day to actually find the bad code
it was a literal corner case, it was because the player approached the corner of a structure in a very specific way

gdcvault.com/play/1014908/Inside-Tibia-The-Technical-Infrastructure

There's a lot more to it than just increasing the max players to 1000.

twas a mere boast m'lady, to cover for my lack of game in both development and romance.

Condemned: Criminal Origins fills a lot of those conditions