/agdg/ - Amateur Game Dev General

Rise of the Nodevs edition

> Play Demo Day 14
itch.io/jam/agdg-demo-day-14

> Upcoming Monster Jam
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> Helpful links
Website: tools.aggydaggy.com
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg
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> Previous Demo Days
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> Previous Jams
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> 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:

gamasutra.com/blogs/RaduMuresan/20150804/250403/Achieving_a_quotwalls_on_firequot_effect_using_simple_shader_changes.php
archive.klaxa.eu/Spring_2017/Matchday_3/15. - u vs r9k.mkv
cdn.discordapp.com/attachments/311249569801568256/311414811244232705/image.png)
discord.gg/9P8GNW5
drive.google.com/open?id=0BwIVW_906HZLTXU5WVp4TUVtSDQ
discord.gg/9P...
youtube.com/watch?v=N-FsEzLBAuI
play0ad.com/
twitter.com/NSFWRedditGif

When does it get easier?

Hey everyone,

A friend of mine told me that my game needed to feel more "alive," that there was too much empty space and it needed more moving pieces.

Anyone particularly good with this sort of thing? I added birds but I feel like it needs something else.

Yeah, I refitted this to work with OpenGL shaders (as opposed to the Unity thing or whatever he's using):

gamasutra.com/blogs/RaduMuresan/20150804/250403/Achieving_a_quotwalls_on_firequot_effect_using_simple_shader_changes.php

I wrote a thing before to shake pixels up a bit and dump to files, but it doesn't look as nice / takes up a lot more space needlessly (see pic related).

Everyday it gets a little bit easier. But you gotta do it every day. That's the hard part. But it does get easier.

It's constantly getting easier, as long as you're devving. You just won't be happy doing easy stuff (unless you're really into shovelware tier shit somehow).

Why would I not be here?

Loving your aesthetic m80.

Differentiate the darkness in your foreground bloors with the darkness in the background, as it is it's kinda visually boring. I get the style you're going for and I like how the color pops but it's too visually sparse

aspiring engine dev here