AGDG

Just like make game

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

> Current 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:

youtu.be/x8eyPE2yuoE?t=540
github.com/nim-lang/sdl2/
youtube.com/watch?v=Grss9Zqxdng&list=PLi2hbezQRVS2ZCv2kVjtQ7jWQIt4Pzjuc
twitter.com/NSFWRedditImage

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>graphics card is dying
bye agdg

Learn to scrub the Veeky Forums ui words.

Censorship

Still got a long ways to go.

Where do I start with making a game

I, too, wish to make game one day.

Is it possible to make money with a non-porn game?

Depends on the type of game. First important question: 2D or 3D?

As a indie dev? I don't think so

3D overworld, 2D fights, 3D menus

@177772535
Is it possible to get replies with a non-bait post?

Kek.

Should I use Rust or C++ for a new game? I'm proficient with C, C++, and Java but I think I could pick up Rust quickly

...

Why use rust instead of something proven? If you have 2 or 3 good reasons, sure.

Make pong or life or breakout first. Make it complete with scoring and gameover. You'll have a better idea of difficulty at that point. If you are just starting, that already sounds like WAY to grandiose an idea. I've been there.

>3D menus
rip pc
rip ball

I don't really enjoy using C++ any more, I've been using it for over a decade. I figure I can try Rust and throw it out if it becomes apparent it's not production-ready (or just use the C FFI for missing functionality)

So how difficult is to make graphics like this?
I believe they're 3D models turned into spritesheets, yes?
I played around blender a bit. Rigged a model I downloaded and animated it by following a youtube tutorial and turned it into a spritesheet. Also did a shoddy cuirass on it.

2D Shump

IT'S RENAMED
PRAISE THE ELDER GODS

Can you make an NPC better than this?

I just access the player's webcam to show them real horror

As long as you don't need 3D you won't need to learn a 3D graphics API like OpenGL or a 3D engine, so it will be somewhat straightforward. Do you know how to program?

In the new Rimworld video the dev talks about base generation, it's pretty neat. I want to try to make something similar in my own game. Here's the video
youtu.be/x8eyPE2yuoE?t=540
At 11:11 he shows more examples of the generation.

Get 3 random traits from tvtropes, done

Not much. I've done the rolling ball Unity tutorial in C# but thats about it

Like File Game Just

Well you have two options, either:
1. Learn how to program proper.
OR
2. Use something like game maker.

Personally I recommend the hard route which is to learn some programming language but if you only care about making 2D games then game maker will be a lot easier. If you're good at math then learning how to program will probably be much more interesting for you, since it can be used for all kinds of things including 3D games.

How should I learn how to program? Is there a good series or book?

What's the point of offering both a 32-bit and 64-bit version. Can't I just offer a 32-bit version that works on all systems?

First decide which programming language you're going to learn. Like you mentioned, if you want to use Unity you'll probably want C#. Other languages often used in games are C or C++. There are books for all of these. Personally I prefer C but it's really a matter of personal preference. There are books and online tutorials available for all of these I'm sure. I learned from pic related but C is not for everyone.

im downloading unreal and plan to make a game in it with c++ but i don't have any c++ knowledge lmao welp

32-bit does not necessarily work on all systems. What platform are you targeting? Most people use 64-bit processors and operating systems nowadays, so if you care about performance 64-bit is the better choice. Ideally you offer both versions so your users can choose themselves.

You'd be surprised how much you can get away with when you render them into sprites but it depends a lot on what resolution you go for. Also doing an isometric angle is much easier to render than those weird skewed angles like your pic.

You probably shouldn't try to match Pillars of Eternity tier graphics but instead go for more oldschool Diablo/Fallout direction.

Hmm, I guess you're right. I should offer both versions. It's an Unreal game, so I should probably prefer 64-bit here.

My small 2D games up till now were all 32 bit and nobody ever complained. Not sure how it is for more advanced engines, which is why I asked. Thanks for the help user!

A lot of software is ONLY shipping 64-bit. In some cases this is because of the advantages (more RAM to access), but in some cases it's just to drive people off of their old hardware.

art still fun, right?
engine: better dead, always fucked

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>losing oxygen
why though? Those fans couldn't possibly create a vacum. Even if a vacuum were created it'd extend to those corridors, you'd need an airtight barrier to separate "oxygen zones" from "vaccum" zones.

Ditto if there's only CO2 or whatever in the room.

Interesting idea though. But you need a proper fluid simulation

How fucked am i, if I don't use arrays and events in unity C# scripting? My shitty little game that I use to learn unity seems to work fine without them, but still I want to know. How fucked am I? Are arrays hard to use? Or better yet, how the fuck does one use arrays and events

Give me one good reason I shouldn't make a mil-shooter FPS MOBA with VR support where two teams have waves of NPCs that attack each other while players play in FPS view and attempt to push their team to the enemies base to destroy it

How do you create an "open world" that doesn't feel empty and bland?

Just think of arrays as a worksheet in excel.

Actually sounds fun. Do it.

They'd probably make your code way cleaner. A lot of problems are just flat out impossible without them, and even ones that are are much neater with.

>are they hard?
No. Try going outside your conceptually comfort zone, it's fun

p sure modern MOBAs need marketing to succeed. What was the last indie MOBA?

Have a 12-person design team and a multi-million dollar budget

By filling it up and making it interesting?

arrays are crucial.
events/delegates not so much, but you definitely need to know how to use arrays and lists if you plan on looping over a series of items.

oi working on some UI

They basically save data in them, right? But aren't they all just named like 1,2,3,4 the numbers can get confusing, especially if I visually don't see the order. Aren't most arrays initialize once the game starts, too? So I'll have to code it... Blindly? Its just somewhat confusing. But I want to know if I miss out much, I am sure it can simplify a lot of my code, too.

By putting things in it. Also take it one step at a time. Don't create a giant ass map then have to put things in it. Create a town, characters, quests, then continue.

>But I want to know if I miss out much, I am sure it can simplify a lot of my code, too.
Yes. Not sure if the scripting language you are using supports it, but you can store function and variable names in them and let the array serve as a look up table. Which can enable you to make dynamic functions/statements.

Could you tell me what kind of stuff is impossible without arrays? I am curious, because maybe its one of the things I would want in my game, just don't know yet
Looping over a series of items? Not sure what that means, mind explaining?

>Not sure if the scripting language you are using supports it
Every language support that. It's a requirement to be Turing Complete

>what kind of stuff is impossible without arrays
Anything dynamically sized. Is there one enemy on screen or a hundred? Doesn't matter, just go

for x in array:
x.update()
x.render()

Just go to code academy dude

Man, I really wanna see what your code looks like if you don't use arrays or even know what they are. I can't even imagine ow you write any sort of game with just single variables.

Is anyone here familiar with Nim (lang) enough to help me make it work with SDL2?

Nim is basically Python-syntax with C-semantics.

I'm trying to set up Nim with SDL2, ( github.com/nim-lang/sdl2/ ), but I haven't been able to compile any of the examples, because the compiler complains:
>sdl_opengl_example.nim(3, 8) Error: cannot open 'sdl2'

I'm sure this is happening because I'm new to Nim, and haven't configured anything at all, but this is because I don't know what to configure, or how.

Alright, i belive i finaly finished the paddle colision behavior

did every single angle on every single position around the planet
Also finished the enemy movement. realy simple back and foward, OR a rotation pattern around the planet

ALSO ALSO, made a third kind of meteor, a realy big one that spawns 4 normal ones when broken, does massive fucking damage but moves slowly
Any ideas how the paddle should look like? i going to put a energy caspule around it but the shit can look good

Interesting, thanks ,I'll check arrays out once again, maybe I'll understand them eventually... And yeah, I did want to add random encounters with more than one enemy in it, so I guess that'd where it could be used. Coding in c# by the way, thanks again, anons!

Looks like a linking error. If you're on windows get ready for hell.

Honestly, its half-spaghetti, half macaroni. Since I am making my little project mostly as learning project, I'll rewrite most of my shit once I'll get to know more, I am already actively rewriting some of the bad decisions I've made, so hopefully eventually it'll get better.
There's way too much variables and books, too. And I know its not a good thing, that's a reason why I am looking forward to learning more

>If you're on windows get ready for hell.
Can second that. SDL linker errors on Windows can only be fixed by ancient voodoo magic

Bools* brain is dead today.

I agree with While you can get away and not have a single event/delegate in your game, not having arrays will make your life harder.

One very simple example is having a bunch of enemies in your scenes. Sure you can have a bunch of references like enemy1, enemy2, enemy3, enemy4, enemy5.....
Or, you know, just an enemies[] and loop over that. Makes your code cleaner but most importantly allows you to avoid writing the same piece of code for everything enemy if you, say, want to apply damage to all enemies in the scene. Try to picture it :
enemy1.damage, then enemy2.damage, then... Ah fuck, that was the wrong value, I need to go back.
enemy1.damage....

Fortunately for all of us, I'm on linux.

Let's say you have a class called "Fruit". You're going to want to keep track of what fruit the player has obtained, so we need a way to store that fruit.
Arrays/Lists are the ideal way to do that.

List fruitList = new List();

This sets up a list called "fruitList" with our "Fruit" class as the type.

Now, how do we access that fruit? Let's assume we already stored the fruit in the list. To access it, we do

foreach (var fruit in fruitList)
print(fruit.name);

This translates to:
for each "fruit" inside the "fruit list", print the fruit's name. It will then print every single fruit that we stored inside the fruit list.

Looks neat! Any demos?

>foreach
Don't use foreach in Unity.

Post characters please

I know what the fuck I'm doing cunt but its faster to type foreach in this example instead of confusing the user with iterators now fuck off

Sorry I can't recommend a series or book really...I guess I kind of have a hard on for these tutorials
youtube.com/watch?v=Grss9Zqxdng&list=PLi2hbezQRVS2ZCv2kVjtQ7jWQIt4Pzjuc

But its only a starting place and you might not even want to use C#. One thing I'll warn you about is that every single programming meme is both wrong and right at the same time. C++ is powerful, its also unwieldy, but not if you aren't shit, the compile times are long, but not if you structure your project right, the standard library is shit massive and useless, unless you know how to use it etc etc etc. Basically looking at programming like "I just need to learn how to program and then I can make a game" is a flawed thread of logic.

I'm taking a minor leap in speaking for this user
But I'd wager that the reason he says that you should take the hard route isn't so that you learn a language and then you use that, its that you need to be able to make a program. That sounds weird but the process of making a game and making a program is a lot different and learning how to program will allow you to actually build a game.

>Variables
>Data Types
>Less Than, Greater Than, Equal To, Not Equal To, Logical And, Logical Or, Bitwise Exclusive Or, Bitwise Inclusive Or
>For Loop, While Loop, Do While Loop
>If, Else If, Else, Switch
>Methods

These are literally it pretty much, like basically everything boils down to those things and you need to be able to build a game using those. Its not as hard as it sounds either you just need to clear the smoke to be able to realize how a programmer translates a game concept into the problem of transforming data.

...

Looking smicko mate.

>instead of confusing the user with iterators
So you're teaching him the wrong way to do it. Flawless logic. And calm the fuck down.

anyone got a link to that article where it says like 75% of steam games make less than $1k?

Sometimes you just gotta close everything and call it a day.

No, it's not wrong.
The result is the same.
You're going into premature optimization territory over a simple explanation of Lists.

forever

Can't I just instantiate a game object prefab, and then put it as a child to player entity and then just find it through another script that would find that very object instead? It would technically do the same thing though its probably not practical, but I just don't see how big of an advantage array has over something like this. Well... Other than optimization.
And well... Reusability? Maybe?
I will still look into arrays today, I am just curious on how would it be different from that for example.
Why not? Bad on the CPU?

Have you tried putting 'sdl_opengl_example.nim' and 'sdl2.nim' in the same directory, then compiling? I don't know anything about nim and have never used it but I assume that's how it works.

since when were free Blender models locked behind some 'like/tweet' BS in order to DL them?

dumb autist
you do need a better visual barrier between the rooms.

wiz.zone

...

What's this made in? Unity? How did you do the models? I'm loving the aesthetic.

Need help balancing difficulty in my roguelike tower defense. Currently the first couple waves are crucial and difficult, after that it becomes super easy. Maybe I need to ramp up the enemies' health a little more and add more types of creeps.

yes and don't ask me im not the devvo

you really need to learn the basics before you make a game, because thats some top tier shit code right there

I don't know how you could, but that screwed up lighting in the back of its hood is really distracting.

Enter the directory containing the file 'sdl2.nimble' then type 'nimble install'. This should install the sdl2 module. Then try to compile the examples.

yeah unity, using retro pixel pro screen shader plus some other stuff

You're enemy's health and your damage are either:
growing with different algorithms O(N^2) vs O(N), or are using the same algorithm with different values. What you want is for enemy's health and your damage to increase ROUGHLY in step, neither ever being more than 2x the other. But the ratio between them should oscillate, so the player feels changes in difficulty.

I wanna make a game but I don't know what game to make with the assets I have (space, post apoc, military)

ộ7

Just add the nimble library to the search path when compiling

difficulty = abs(2*sine(level))*damage?

I'm gonna try limiting the shadow intensity based on attenuation and a different filter for the shadow map (PCF?) to make that look a better. If all fails, I'll abandon self-shadowing.

That's why I asked about arrays, I want to learn them, and I know most of code is trash, its once again, the reason why I am trying to learn. Its just a hobby

arrays are the same thing as one variable except instead of one there is a list of them.

>Enter the directory containing the file 'sdl2.nimble' then type 'nimble install'. This should install the sdl2 module. Then try to compile the examples.

Oh, nimble is a thing -- thanks, user. Everything works now!

I literally just
>mkdir agdg
>cd agdg
>nimble install sdl2
>nimble install opengl
>cp ~/sdl2/examples/sdl_opengl_example.nim .
>nim c -r sdl_opengl_exmaple.nim

And it works. Thanks!