/agdg/ - Amateur Game Dev General

Just like make game edition

> 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:

store.steampowered.com/app/343150/Endica_VII_The_Dream_King/
pastebin.com/14WP2p3t
poal.me/bc2voc
youtube.com/watch?v=8-5kvqZBRVg
twitter.com/reduzio/status/832185813219864577
twitter.com/SFWRedditImages

Comfy building simulator, just like bridge simulators, the goal is to build a building within the budget and respect the desired lifespan and usage while taking into consideration material strength including the ground's, when the player hit start, you can see game actors populating and using the building (depending on it's type) in an adjustable speed, fail state is building breaking before the required timespan
bonus : has weather and disasters

Reminder to sage and report. The real new thread is here It even has stuff in it.

I know you should use version control but how often do you make external backups to keep around?

Look at him! Look at him and laugh!

Endica, you're pathetic

Nice attempt at shitposting. That thread is dead now.

Thank you OP for making a clean thread.

any update on the witch porn game? tumblr? anything?

Was it even a game? Seems like he had a character

>start making game
>code is simple and beautiful
>make progress
>code quickly becomes disgusting mess

which porn game?

I'm feeling this today. I spent the last two days problem solving and implementing stuff. It works but it's ugly and gross.

That's when you need to scrap it and start again. After a few hundred more iterations, you'll probably get it right.

nth for we're living in the future

Why should I use additional backups? What's wrong with something reliable like github?

Rev up those >reliable posts

fifteenth for ass-controlled platformers

The thing with bridge builders is the physics is relatively hard to implement (or rather, proper physics is hard to implement), and the game just ends up being "what kind of triangle do I need to use and where" to beat the level. There's no creative solutions or emergent game play.
First for high aspirations and great ideas but no follow through

At least I *HAVE* a game on steam!
store.steampowered.com/app/343150/Endica_VII_The_Dream_King/
YOU WILL NEVER MAKE IT, KEEP JERKING OFF TO ANIME SMALLTIME NOBODY LITERALLY WHO SHIT DEVS

That's why you need to clean your code every few days.

Because it's one more layer of protection, and it doesn't take all that long to do. Hypothetically, if you're making external backups every month, and github breaks, you only lose a month of work instead of all of it. It's up to you to decide whether spending more time to mitigate an extremely tiny risk is worth it.

What are you planning to make for monster jam?

Procedurally generated monstergirl maker with breeding.
If I have time I'll add in a pokemon-style catching loop too.

Kaiju game. I'd like to have two modes, one where you play as the monster and wreck the city, and one where you play as the megazord fighting the kaiju.
It's probably too much to do in two weeks but I'll try

Just a black screen, so the player can see himself in the monitor's reflection

Can anyone help with a Unity problem I'm having?

So I have a method in my Dungeon class that will execute when an encounter is calculated:

public void enterBattle()
{

int[] easyBattle = new int[10];
easyBattle[0] = 1;

if (Character.currentDungeon() == 1)
{
battle = new Battle(easyBattle);
}

}

And this is the Battle constructor:

public Battle(int[] enemies)
{
SceneManager.LoadScene("Battle");

foreach (int enemy in enemies)
{
generateEnemy(enemy);
}

showEnemies();
}

But for some reason, when the scene changes from Dungeon to Battle, Unity doesn't recognize the new elements on the UI. I have enemyInfo tagged on the Battle scene, but showEnemies does not work because FindWithTag always returns null on enemyInfo. Any suggestions?

Shit, monitors no longer have a reflection. On a scale from 1 to 10, how much would you let me use your webcam? Asking for a friend

Snipperclips meets Sokoban
You're a gelatinous cube (female), and you have to do gelatinous cube things

Today's progress - implemented a projectile system and simple ranged combat

Bokube already exists and will be getting snipper clips tier co-op depending on the kickstarter.

Do you have a plan for the jelly tech yet?
I don't even have one.

Tactical kaiju game. Basically Fire Emblem but monsters vs human military.
I started early

Second reply was for you.

rip ox, poor thing didn't stand a chance
How do the projectiles work? Do they actually move through squares hitting anything along the way, or does it only check if it hits where you've clicked?

I can make it look good on regular geometry
I can also make it so that you can divide your body into pieces
But I'm not sure how to mix those two. I was thinking 3d metaballs (except with cubes), but I think that's too much for a shit programmer like me :3c

Is the object tagged with enemyTag enabled (is the checkbox checked when you click on it in the inspector) ?
If your object is not active when the scene starts Unity won't find it.
What you can do is have it enabled, do your findWithTag on your Start() method, and do object.setActive(false) once you obtained the reference if you need it disabled.

>decide to see if there's been any progress with realtime GI in Unreal
>plugin being developed by some community member got abandoned
>no news since some dev shitposts on the forum saying they have some promising GI tech already working on the kite demo
>LPV dropped because ancient technology
>"you can use it but no promises that it won't look like shit"
>"look, gamedev is all smoke and mirrors, just fake it with a zillion of dynamic lights with shadow casting disabled
>the only alternative left is VXGI which is shit because nvidiots can't into optimizations
>meanwhile crytek have had advanced alien realtime lighting technology and are still fucking sinking
I want to die every single day but today is something special.

Because the factor deciding if your game turns out good or bad is realtime GI?

Fuck, human modeling is hard, Second day and I'm not even done with the base mesh

I can notice it a mile away.
But you should do it yourself.
Add some Debug.Log() functions to see what's really going on.

I do like unity for the blank canvas it provides, but if you want cutting edge features competently implemented, it seems like unreal is the engine for you.

Yep it's enabled and should be active when the scene starts. Using FindWithTag in the start method still does not yield any result except for null.

The projectile actually moves along the path, and it can hit anything that stands in its way, not just the intended target!
I'll have to look out for that when I add enemies with ranged attacks, so they don't kill each other.

Debug.Log returns the values I want to add to the GUI just fine, that's what's confusing. The only problem is Unity's inability to locate the enemyInfo tagged textbox in the

>tfw Godot 3 has real time GI

Pastebin me your code, I need to see the FindWithTag part.

Is Godot 3 the new vulkan?

Months of hamster memes and then no games.

>unity

can some1 tell me how to record smooth 60fps with OBS? (or other free program?

ive tried all settings and many tutorials, but it never comes out smooth

Also is recording in vsync / fullscreen better/worse?

pastebin.com/14WP2p3t
There you go. The first method is in the Dungeon class and the rest are in Battle

Wait a fucking minute. LoadScene will pretty much stop executing what's after it and load the new Scene. Your enemy generation code should be on a different script attached to something on the battle scene.

I wanted to make a game in space and was hoping to go full dynamic lighting.

My post was not meant to imply that Unity is better. it's shit I've been wanting realtime GI in Unreal for years.

Vulkan is just a graphics API and most engines and games support in nowadays, you had that one hamster retard who misunderstood what it was about thinking it was some kind of engine.

I thought unreal had that? Or is there some distinction I'm missing between realtime GI and what they added?

wasted the day looking how do i implement pic related isometric map with multiple levels, still no results other than brutforcing it using multiple layers of map, any better way to do it?

Get fraps.

Dude, if AAA teams can manage without the perfect GI you are waiting for your indie game can certainly do well without it too. This sounds like a tremendous excuse to procrastinate and avoid devving.

I had fun playing Persona 5, and thought the combat was pretty simplistic, so after finishing it, I remade the combat system over the last 2 days.

Was pretty fun to make.

He's throwing his head back and laughing but it looks weird.

>find obscure bug in code
>debate not bothering to fix it since it's an internal tool
Should I bother lads?

store the height data as part of the map data, just as you would with the coords & tile type?

>laughing
>mouth not open

try drawing his nostrils and/or teeth

It looks weird because it implies his face is a flat plane stuck to the front of his neck. You should be able to see the curvature of the back of his head below his cheeks.

I feel like an idiot now, I knew it would be some retardedly simple fix. Still fairly new to Unity and C# experience doesn't always help a ton when working with UI shit. Thanks

How do I get an /agdg/ girlfriend?

Assuming you don't need any caves or "inside" places, it's simple. The map is just a 2D grid of tiles, each tile can have a "height". The height is used when drawing the tiles and objects to move them upwards on the y axis, it's also used to determine if an object can move from a lower tile to a higher tile and vice versa.

it's not much but today i added extra balls to my breakout game. i also made very small graphical tweaks.

i think i might do power ups next

It's pretty generic, but you are a crystal sort of sea monster with a giant fin that looks like an iceberg, and you swim around making boats crash into you, eating them, and possibly evading the coast guard.

Sort of like... Feeding Frenzy with light naval combat.

>Should I bother lads?
Two things to consider. How long will it take to fix the bug, and how much will it make your life easier?
If it's an extremely minor bug that doesn't affect your ability to work on the game, then it's probably not a big deal if it would take a long time to fix.

(male) or (female)?

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poal.me/bc2voc
poal.me/bc2voc


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P cool.

Pretty sure even Carmack gets those moments user, don't worry about it.

Looks fine to me, the text makes it easy to understand what's going on

what's this about a hamster?

it really depends on how i feel and how much free time i have. if all i do is dev i get bored and dont wanna do it no more. but if i mix in other shit then i feel like i get a lot more done.

overall id say im pretty lazy tier

Right now Unreal doesn't have a proper solution for realtime global illumination (aka those light bounces off walls that make your room lit even under a table which blocks direct light). There's LPV but it's "experimental" (in abandoned sense).

Unreal has fantastic precomputed lightmass global illumination(stationary lights) though which is why it looks so good in ArchViz after cranking some values up.

Faking takes effort and GI really makes a difference. I already have some workaround ideas. It's just that it made me really sad that there's been no official progress from Epic since my last interest in/research for realtime GI years ago.

Hi guys, sorry to interrupt your progress. I'm looking for a video that I saw posted here some years ago. It's where there's a guy, facing the camera, talking about video game development. The thing is nothing he is saying actually makes sense, it's just a jumble off buzzwords like "and then we need a graphic, so we put the input set to the output" etc. with a beat in the background and some retro 80's esque effects. If anyone could help me find it I would really appreciate it

How long (per lifetime) right?

I like it
did you steal it from something?

This guy posted umaru several times a day for months along with implication that his game required vulkan, that vulkan would mark a new age of video games, that when it comes out his game dev will begin.

Then nothing

>have made tons of prototypes
>have lots of assets
>don't know what game to make to completion

this is pure suffering

Some retard obsessed with that orange anime hamster wouldn't stop spamming about vulkan as if it was relevant to gamedev, he quickly stopped posting after it released and he realized it's just a fucking graphics API.

youtube.com/watch?v=8-5kvqZBRVg
I love it

I know the one you're talking about. "Video game development is a very complicated field and nobody knows how it works"

twitter.com/reduzio/status/832185813219864577

probably a little over 2 hours, but it doesn't feel honest to select that, not any more
I used to work on it basically all day every day but then features started taking longer and longer to implement as they got more complex and I got a job so I had less ability and patience to dev for a long time each day, or even to dev every single day

Post them all in one place and see which has the best response.

Put them all on itchio and see which one people like the best

>they still haven't noticed we have webms with sound enabled

Would you a slime?

No. Not consciously, at least. I can't think of any media I've consumed that has something specifically like this.

I love you guys, thanks so much for helping me out. Here's some dev motivation

I don't believe you. If it was true you would have posted one.

By relaxing your definition of "girl"

Well maybe I enjoy using unlisted Youtube videos instead

Hmmm

And I'll probably have another moment now that I'm writing enemy battle AI. Every time I write code it's always broken by the dumbest thing that you'd never think of at a first glance

Called it

>I'm the only one in hardcore tier

I don't understand how you can spend less than 10 hours dev'ing if you're a 1ma. there's so much that needs to be done

Well here's what I wanted to post

Such is life

A lot of new anime comes out every day user, someone has to watch it