/agdg/ - Amateur Game Dev General

Post progress 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:

docs.unity3d.com/ScriptReference/
store.steampowered.com/tag/en/Sailing/#p=0&tab=TopSellers
kickstarter.com/projects/2139542651/1349166259?token=d9284539
youtu.be/gI-MPQ9umYo
freesuggestionbox.com/pub/nktofqc
archive.klaxa.eu/Spring_2017/Matchday_2/13. - o vs trv.mkv
cdn.discordapp.com/attachments/311249569801568256/311414811244232705/image.png)
discord.gg/9P8GNW5
drive.google.com/open?id=0BwIVW_906HZLTXU5WVp4TUVtSDQ
twitter.com/SFWRedditImages

What to use for a spreadsheet simulator?

Best Unity book? Fuck videos

Can someone supply some games that have prominent sailing in them? I know of windwaker but that's about it. I wanna see what people are doing with water-based vehicle mechanics

Excel Sim

Any engine that has a nice gui system.

time to make the jukebox.

Uncharted Waters Online

>book
It's called documentation and you don't have to print it.

Archeage has a fantastic sailing system. Too bad the game economy is fucked by idiotic Jew devs

docs.unity3d.com/ScriptReference/

A real programmer only needs this.

>GUI

Wouldn't that make it an API?

I might make a Pirate based sailing game when Synty releases Polygon Pirates next month

Man I love when games have their own Jukeboxes. Also your Jukebox is a cheery dogblob? Neat.

nah, that's just the resident cat. jukebox goes into the N-E corner of the room.

does vine still post here?

Finally got some things imported correctly. It's a start.

shes lord of the discord

whoa wheres the game for this, or is it only assets?

Looks good, she reminds me of the Barrier Girl from Gotcha Force.

store.steampowered.com/tag/en/Sailing/#p=0&tab=TopSellers

Seriously, what's the best way to include equipment swapping in 3d? I want my character's model to change based on what you equip.

Should I model the character and animate armor/weapons that go on top of it?

Animate each body part separately and model each equipment piece as a body part?

Model the whole character with every armor/weapon combo even if its clearly not practical?

What?

Text wrapping was a lot easier than I anticipated. I'm adding a couple powerful abstractions over it to aid in using the correct text for the right places. I think I might want to actually render a font in several different sizes to make sure it looks crisp at lower font sizes.
Also got some basic dialogues working. I probably want to make the UI for it a little better looking. Maybe with a "name" above the text. Possibly taking up the full screen width and with the actor portrait above dating sim-style.
I didn't get as much time over the weekend as I'd want to doodle, but I've got most of the main aliens drawn and woven into some cool aspects of the world. Hope to maybe try for a REAL™ sprite soon. Not sure about making next demo day, but possibly the one after.

>Damn i need stop losing time and start learn using Unity
>let see some official tutorial
>"Download my already finish project"

any tutorial from 0?

If you meant the Vikings thing, it's just an asset pack for Unity/Unreal.

is there porn yet

Does this perspective look better now that there's buildings?

What made Stardew Valley a success?

Idea Guy: VR Terrorism Simulator. The touch controllers are your C4 Detonator. Act natural and get inside a group of Americans and blow up as many as you can.

> after a month, his lines still flicker

>tfw finding every possible excuse not to use x but it's shit
>x is everything

1) A genre that hadn't gotten any indie games. There wasn't even a Harvest Moon-like game on PC before Stardew.
2) It's well made and fun.

Traditionally the angle is the other way

...

I've only just started so no game yet :\
Holy shit I wish I'd known about that game before!
Man if only. One day I hope.

kickstarter.com/projects/2139542651/1349166259?token=d9284539

Kickstarter progresso moved to 30 FPS GIF's and cleaned up their quality. Working on stretch goals, cleaning up the rewards and text, and the trailer now.

This

The best way in the abstract is not necessarily the best way that works with your engines animation tech. Use your common sense, though. Throw out any system that requires you to manually make all posdible outfits. That wont scale at all.

What you need to have to be successful:
>Cute characters that are easy to draw
>Memorable writing that tugs at one's heartstrings
>Good marketing, not just "funny gifs marketing" but actual, professional paid marketing
>Stylish visuals

What you don't need to have to be successful:
>A good engine
>Good performance
>Good gameplay (you do need passable gameplay but it's secondary)
>Originality

Why are you such a piece of shit bokudev?

i liked undertale too

> Pledge $500 or more
>You will work with the creator of the game to create a level of your own design.

does this mean i actually get to take a plane trip to bokube's house and design a level with him

Do you post everything you dev work on here you fucking faggot. That kickstarter is NOT going to meet its goal with your trash cube graphics.

I based it on Earthbound which had the perspective going the way I have it. But I could change it pretty easily.

Fucking none of your "need to have"s are actual needs. Especially not the cute characters or "memorable writing".

I'm tired of nodevs projecting in here. This place is too delusional.

With this perspective and buildings this tall, some passages will be completely invisible behind buildings. Personally, I would increase the camera pitch, so that it looks more down.

Also, if you insist on this particular dimetric projection, don't forget to scale (by 0.5 in your case I think) on the depth axis. For example, your houses do not look like they have square section, if that was intended.

Been a while

w-who said i want to be successful?

Let's see your successful games.

I'd be shocked if he couldn't raise $2,500 from that.

I've seen far worse games get $3k~4k.

Hell, even Cube & Me got 6k.

How would you go about handling a threatmeter for enemies? Would every enemy have a hashtable/dictionary/map containing who attacked, and current threat of that or would that be too intensive to check all the time? Even though it's singleplayer I'm thinking of maybe adding potential pets, followers or whatnot

So Kickstart is the new Greenlight?

Why are you making stretch goals before you even release the kickstarter?

That's a Japanese game so it'd make sense going that direction (reading right to left). But you're probably in an English speaking country. It doesn't look bad how it is, it just goes against the norm (for us).

You don't need to see mine you can look at countless examples of games that don't have those "needs" and were successful. You've disregarded entire genres with your delusional bullshit.

Fucking armchair specialist.

Bokus playing it straight though. That other cube game is aiming for meme status

Friendly reminder kickstarters can fund themselves. Inb4 a long phony
>will he make it
storyline about this $2,500 kickstarter please spare us boku.

>$2500

What's the point?

My game was picked up by some big blog and my itch page's views shot up to several thousands in just a few seconds, I just saw the numbers and graphs going up like crazy.

Then I woke up.
Good dreams are always bittersweet.

When the data structure size (number of enemies in your case) is less that ~10, even stupid algorithms perform well. You can just have an array of pairs (enemy, aggro score) and iterate over every time, and it will work well. Otherwise, yeah, a hashtable from enemies to aggro scores plus the current maximum.

It's nice and all, but the spike drops off quite quickly.

Kickstarted games are a special category on steam greenlight.

Aggydag, today's the day.

I need your feedback on this steam greenlight trailer:

>youtu.be/gI-MPQ9umYo

Especially if i should add sound effects.

I hate using this filter but it's what literally everyone else uses. I missed my NN filter but can't have muh wobblies.
The solution to the problem is to use sprites larger than 64px or to mess with the view perspective until the math lines up.
But that couple involve stretching/redrawing all this placeholder art.
I'm also concerned enough as is about animations. I wanted to have 8 directional actors but for a 3 frame animation that's 128x64x3x8 and that's a pretty fucking big image. Nevermind trying to do 256. But games must use bigger than this all the time right??

Which engine is best to make a game like CoC?

monolith devs mixing it up again with the graphics

>best

i like this meme.

What's a simple program to make tree diagrams?

I don't need anything fancy, something to get started as quickly as possible.

The last time i looked for one myself i spent half an hour modifying tutorial text for something way too advanced for what i needed.

ren'py?

>tfw making a story image of all the bokube shitposting from agdg from everyone that said never ever for Bokube

history is gonna be funny

I would cut that part with the running animations.
Everything in your game looks nice, except for those horrid, horrid animations.

Why not make a game instead?

The solution is to render at the resolution of your assets and scale the output.

Point filtering sprites is for retards.

I feel like the whole thing has low contrast

If you make it Bokudev il be shocked and proud even though I shitposted you honestly. I hope you don't have any anger at agdg shitting on your game because honestly you have to realize it WE made your work improve if at all.

Reposting:
Suggest mechanics/gameplay for a future Jam. Sine you all complain about how the current themes are too broad/generic/shit, let's see you come up with better ones.
freesuggestionbox.com/pub/nktofqc
freesuggestionbox.com/pub/nktofqc
freesuggestionbox.com/pub/nktofqc

wtf how could anyone on /agdg/ produce this? Or did you just download the 3d assets and a movement script?

>agdg improves work
>WE
tired of this hivemind that claims to benefit anything meme just like you fags said your the reason risk of rain came into the world.

call of cthulhu?

unity

Admin

How big is your team?

Oh nice you're alive! I'm liking this character, too. Seems to work well for the setting development.

Here's the 4cc /agdg/ team update for the day. If you don't know what I'm talking about, here's a raw video of a group of cars rolling all over a bunch of tourists:
archive.klaxa.eu/Spring_2017/Matchday_2/13. - o vs trv.mkv
---
People are showing some interest, I'm glad! If you have meshes importable to blender that use diffuse mapping and UV (see for all quirks: cdn.discordapp.com/attachments/311249569801568256/311414811244232705/image.png) and think it'd look funny on the head of a soccer player slide tackling a clown from space station 13 please post them in one of the links below! I'd like to have any meshes availible before next Tuesday, to give the folks knowledgeable in importing these things to PES 17 some time to work. No pressure, no threshold for quality, give me your memes!
---
FAQ/submission Discord: discord.gg/9P8GNW5
Submission Google Drive: drive.google.com/open?id=0BwIVW_906HZLTXU5WVp4TUVtSDQ

Who?

I think it's fairly solid, I think some scenes linger for a second longer than they should though. Props for actually including some gameplay.

i think he's talking about corruption of champions (a porn text-game)

I've never done sprite rendering before and the only feedback I've gotten is people telling me about the flickering.
So what is the solution? Should I be mapping my viewport to [PixelWidth,PixelHeight] instead of the normalized [1,1/aspect]?
Most GL 4+ readings I've been doing suggest using these normalized coordinates.
But I'd also think that the problem lies in using the floating coordinates. The sprite sitting at point 99.2 / 200 has the same exact result as now.

Oh god my game is starting to feel like a real game now when it takes 4 seconds to load the map

>not knowing about CoC and Fenoxo epic bucks

1MA

It's amazing how anyone could not know about it considering how often you bring it up

more like CuC

warning spook

Only when relevant.

Or when someone asks how to make money.

Making a good game however is another issue.

This 20 degrees FOV gave me nightmares.

how about using more than one engine for a game simultaneously

It's just the method of recording in VR, looks fine in non VR or in VR. But it's only recording one eye.

Pretty damn cute, I like the section banners a lot. I'd back it.

Are the blueprints in Unreal good for learning?