/agdg/ - Amateur Game Dev General

> Play Demo Day 14
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:

sakuyoi.itch.io/gochiusa-minigame-study
exndl.tumblr.com/
itch.io/jam/agdg-demo-day-14/rate/142137
soundcloud.com/cyclophobia
spacesafetymagazine.com/aerospace-engineering/space-suit-design/spacesuit-fire-nasa-refuses-forget/
monolithdevs.itch.io/monolith,
twitter.com/MonolithDevs,
monolithdevs.tumblr.com/,
store.steampowered.com/app/603960/Monolith/
twitter.com/NSFWRedditVideo

When did you realise you'll never be good at making games?

nth for i love you all and i wish your games a successes

stay woke

Time for progress

last week.

what the FUCK is a godot

A meme. Ignore it

considering switching to godot from ue4 desu

First for UE virgins getting mad at others

>trying to come up with an original scene for my game
>everything has been done

I really dislike how obnoxious you UE4 memers have become. You're starting to taint an otherwise flawless reputation of UE4 devs behaving well. Fuck off.

Daily reminder that you're a stupid sack of shit if you think a jam has to be anything more than a good excuse for devs to practice their skills on a quick project.

The same time I realized I have a dysfunctional sense of how learning/improvement works.

>anime
>"daily reminder"
>shitposting about jams
3 strikes.

>not an argument
Instant failure! Try again.

That's not right...

That's false, it's a different game.

She looks like she's having a bad day.

That's because you broke her heart.

You monster.

>unironic molyneaux meming outside of /pol/
4 strikes. Ultra autist alert.

...

I hope this is the pregnant version of this game, not that sting piece of shit.

>people think I'm some sort of artist when they see my game and think I must be very creative to have come up with the things I have
>ive literally just copied almost every scene I have from other games and mixed things around

Sometimes I look at my game and think wow, I'm actually pretty talented! Then I remember I'm just playing someone else's idea that's been repackaged by me.

is ASCII the pixel art killer?

What are the best game engines for pixelart type games? I just wanna make a quickie 3-level game that could be completed in under an hour in the vein of like a megaman game.

Game maker, hands down

unfortunately that's also not an argument

...

game maker, but I don't know shit

A lot of art is just ideas repackaged. New shit doesn't just pop up from the void most of the time.

im considering running my rooms in game maker at 120 fps, the obvious benefit would being able to have instances occur on inbetween frames like

frame 3 at 120 fps is actually frame 1.5 in 60 fps

would that actually take into account user inputs for 120 frames? im not sure how exactly it would work

There is no best just try something out and stay with what works for you.

I got my map tool to draw the map. That's enough for today
I'm using Tiled CSV export mostly for maps but I'm making a tool for things like the map properties, hand-drawn paths, quick edits, etc
The biggest problem with it is that my maps are in like 5 files and I have to hit "choose file" every time. If it gets too annoying I'll create a server API

Hey Anons. It took my awhile to complete my minigame.
Sorry squaredev if i haven't been able to pass it in loli jam.
Please play it though. I'll really appreciate it.
If you have any problems
sakuyoi.itch.io/gochiusa-minigame-study

-If you have any problems please leave it through the comment section.-

>writing game in fucking c, targeting DOS
>and yet going full retarded in the other direction and making the map tool in javascript
What the fuck is wrong with you?

I didn't want to learn how to write a gui and browsers already have one that's really easy to use

>/Christian/

/our/ cristian spells his differently, but i guess the bakaness runs in the name.

Added some simple armor and weapon types, and added a basic interface for equipping/unequipping items

(here it is working on a test map. I don't really have any good maps to show)

Turning my assets into a standard size now so my map builder can place them in the auto generated maps.

It looks like you could turn those 5 files into 1 using json or whatever

Good progress

Looks good, do you sculpt your models or how do you go about it?

Noice

Hey speaking to all artists here.

What do you normally expect when making assets for another persons game?

Pay by the hour or by assets? How much?
Would you be willing to work for a game for free and get compensated only if its successful?

I, personally, don't think anyone should be paid only if the game was successful, but I'm broke af and I'm trying to gauge how much itll cost to hire an artist.

a shitty play.

This is probably the wrong thread to look for artists. The answers you will get will be assumptions pulled out of thin air.
You can do your own research though, check out fiver and sites like that, see the artist portfolios, send a couple of emails asking for price estimates, etc.

-------- AGDG WEEKLY RECAP --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy

pretty

>It looks like you could turn those 5 files into 1 using json or whatever
Now that I think about it, there's no reason for the BG, FG and collision to be in separate files. I'll totally put those three in one file
I wanted to keep the properties file separate so I could reuse the same map with different properties, and I wanted to keep tilesets separate to prevent duplication

Btw, your game looks really neat!

----[ Recap ]----
Game: City Night
Dev: xian
Tools: SDL, Allegro, OpenMPT, Blender, Aseprite
Web: not yet
Progress:
+ almost finished map tool
+ turned it into a vs project
- nodevved a lot the past 2 months

----[ Recap ]----
Game: Project Hound
Dev: EXNDL
Tools: Blender, Game Maker
Web:
exndl.tumblr.com/
itch.io/jam/agdg-demo-day-14/rate/142137
soundcloud.com/cyclophobia
Progress: uh this?

uhhh

...

haha nice meme man!!! memegenerator, classic!

Reminder that even if you had a finished game, with my steam wishlist and purchased backlog, I absolutely won't be playing your game.

----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter, Photoshop CC
Web: hypertensiongamedev.tumblr.com
Progress:
+ Added "flinch resistance" to enemies. This means rapier attacks no longer immediately make enemies flinch. Instead they need to get hit in rapid succession enough to finally flinch. Enemy flinch resistance is naturally restored over time while not being hit (like stamina).
+ Added pooling system to the game. This speeds things up since assets like hit particle effects and healthbar displays in the GUI are recycled as needed.
- Reverted project to using the older version (Unity 5.5.2) because of some bugs in the GUI. (Previously, had to update to Unity 5.6 to be able to build to Mac OS X properly). Finding the cause of the GUI bug took quite some time.
- Had to work on my Asset Store plugin again (fixed bugs) which ate up some time.
- Still no player respawn but I am working on it.

haha nice meme man!! memegenerator, classic!

I'm an artist, what engine are you using?

If anything seeing how much other devs paid for their artist will help too.

Unity2D

idea guy looking for developer, tell me what engine you're using, your portfolio and experience, and and we can make a deal

I see. Unfortunately, I have no interest whatsoever in Unity. But best of luck to you.

...

H-how does learning/self improvement works?

Hey, I'm glad you said so because you don't meet my qualifications either. Good luck!

cause people normally play with the slider all the way down

>I, personally, don't think anyone should be paid only if the game was successful, but I'm broke af and I'm trying to gauge how much itll cost to hire an artist.
this is all conjecture, but i think if you can find someone who isn't a professional, you have a bit of leeway because you can both put that you worked on a finished (or even published) game if you succeed, but thats highly contingent on finding an artist willing to do that.
most artists you'll be able to find won't want to be approached to do free work, so thats going to be somewhat hard.
i'm not saying its impossible, just no one ever wants to pay artists, so its a bit of a tricky spot.

Frequent practice, constructive feedback, and learning (books, teacher, etc) lead to improving. Super simple stuff.

AGDG perpetually has people who think that being shit now means you'll always be shit. It baffles me.

AH BUT I AM

All good. Goodluck to you.

MacOS and Linux build out now.
Guys thanks for playing. I swear.
Criticisms are fine too. I'll need it so that i keep on improving.

...

----[ Recap ]----
Game: dung___
Dev: user
Tools: C#
Web:
Progress:
+ added enemies
+ added party members
+ added battle screen
+ added menus
- none of those really work

----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: rezydev.tumblr.com
Progress:
+ Added gun sprites to aiming
+ Bullets spawn at proper position
+ Made explosions more customizable
+ Added fire and ice grenades
+ Made more player moves scale with gravity
+ Test boss shoots a laser
+ Started spider enemy

I used to do commissions so pay by the assets would be nice and familiar but if you're going to go for the "only get paid if successful" then it should probably be in royalties and not "I'll pay your commission fee only after I get the money" because otherwise it's an all round bad deal.
Also it'd be good to show off a promising looking prototype.

>I'm better than others mentality
I don't think you've learned shit

>just like make game user
show game
>uhh sure thats a nice game but you really should improve [x] and start over

how much do nodevs get paid?

----[ Recap ]----
Game: Four's Journey
Dev: ---
Tools: BlitzMax, opengameart.org
Web: ---
Progress:
+ Added inventory and equipment systems
+ Added interactive objects like doors and levers

That is an extreme misrepresentation of what I posted.

He perfectly fits the criteria you've described.

What kind puzzles would a game whose main mechanic is reversing time?

probably puzzles with a prince that's from persia :^)

play braid

something something hitler

Ok I will take a look at these games. Thank you.

just like make game

Saved, thanks.I also googled the image and the story behind it is pretty interesting.
spacesafetymagazine.com/aerospace-engineering/space-suit-design/spacesuit-fire-nasa-refuses-forget/

how do I implement text-to-speech

>tfw want to make a game
>still haven't figured out which engine to use
I want to be good in a single engine. Could I use Unity for 2d?

>Could I use Unity for 2d?
no

What are the most important things to have in order to make my 2D indie pixel art metromania be marketable?

Cute main character.

fuck man, nothing can beat tweening/easing scripts.

time to use it on my gradients

----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: GM: Studio, Paint.net, pxTone
Web: monolithdevs.itch.io/monolith, twitter.com/MonolithDevs, monolithdevs.tumblr.com/, store.steampowered.com/app/603960/Monolith/
Progress:
+kleines' menu system is done, dialogue in general is reworked to handle some extra things
+big chunk of fixes and polish work: timer resets properly when finishing tutorial and doesn't rise while you're in the hub, daemon and guardian have some extra graphics and sounds, seals dont spawn on top of themselves
+kleines has some extra stuff to say, based on the max. floor reached
+sword and razor on lockdown until further notice.
+squashing now lists correct cause of death
+reactor produces less earrape
+new item pickup sound effects
+enemy bomb bullets pass on the attacker's id to the spawned projectiles
+roar
+autobomb no longer prevents "hits taken" for ranking purposes
+floor ??? work, plus a new enemy

Make it a furry porn game, or just a porn game in general, and you're guaranteed a cut. Patreons rake in $10-$20k a month. Even midrange DLSite titles can pull in as much as $50k after fees.

It's very hard not to make money when it comes to porn games. Virtually all of them succeed to some degree even when taking survivorship bias into full account.

You didn't take survivorship bias into account and pretending you did is silly.

i would make a porn game if im still not living in the same house as my parents.
They constantly see what i do in my computer.
I can only make cute girls.

The games that do fail are generally the ones that don't even try. I'll get you some examples of the sub-$1k games on Patreon right now to give you an example of what I mean.

Also I had a typo in that post. I meant $1-$2k for Patreons, added in a zero by accident.

YURI
U
R
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