/agdg/ - Amateur Game Development General

convincing disguise edition

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

> Current Monster Girl 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 (embed)

> Previous Jams
pastebin.com/LKEdLxdG (inbred)

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
Haxe: haxeflixel.com
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:

youtube.com/watch?v=XgWtMXsR5F0
theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html
arstechnica.com/tech-policy/2017/05/supreme-court-makes-it-much-harder-for-patent-trolls-to-sue-in-east-texas/
youtube.com/watch?v=scOWoUruKCY
entrepreneur.com/article/30062
twitter.com/SFWRedditGifs

fuck artists

Repeating, because last thread is ending.

I'm still working on battle system. Do you guys have any idea how to make "Guard" more interesting?
Currently it makes creature:
- regenerate some life and mp (which is good, because it won't be so easy to regenerate it during adventures)
- take less damage
- take damage in place of some other creature.

>Mixels

why tho

Bravely Default gives you extra turns in future if you defend.

fuck programmers

fuck artists

nth for Godot 3.0!

first for gogem is a hack

with pleasure

fuck you

Hey guys, a programmer looking for an artist to work on a game full time.

Post your portfolio if interested.

>there are nodevs ITT shitposting instead of making a game
It's sad, really.

You mean those hp bars of enemies? There is a big chance that I will change them later, but I didn't felt like creating them when many things are still changing.

Thanks for suggestion, but I will pass on that for now. I'm not sure if it will fit other battle things.

Only if they're of the transbian variety.

hi friends idea guy looking for programmers just drop your portfolios and games you've finished recently :)

youtube.com/watch?v=XgWtMXsR5F0

I started messing around with making 8bit music loops. What do you think?

Is anyone, in the entire world, participating in Monster Jam?

>can't finish a project

post code
post ideas

Pretty sweet little loop.

What program are you using?

fuck everyone here

Well I'm a programmer shitposting as an ideasguy to draw shame onto programmers because I have 0 ideas so I'm hoping the other guy conversely has something I can use.

...

It could be worse at least you didn't make Aerannis.

heres an idea:

paid shitposting tycoon: you're in charge of a political org that pays people to participate in internet arguments. over time you get so good that you can influence the people paying you to push specific arguments that are your actual opinion

Is Unreal or Unity better for building the kind of GUI and AI I'd need for an FPS-RPG?

the pathetic ones even try to blend in

Unreal's GUI and AI editors are pretty sweet

"Dialogue development interactive"
Nice, taking this one.

Now, to make your retro Ancient Egyptian dungeon-diving experience even more authentic:

Sprite limit flicker and slowdown!

Took a short shitposting break, back to making assets

>Sprite limit flicker
this better be opt in fuccboi

FamiTracker; with it I'm able to export NSF files that run on 2A03 chips which is essentially the sound chip that sat in the original NES consoles.

Thanks for the compliment

If your game is UI heavy then I would use UE4. UMG is incredible.

Yup, along with the subtle CRT filter.

>tfw can't into proper grid-based movement
Show me your ways, /agdg/

Just found a small 8-hour hackathon game I worked on

The character bounces left and right. The character's height is controlled by how loud you moan (It's with gravity so it basically feels like a jet pack)

separation of game logic and graphics/animation is the key

Send it to all the twitch whores

fuck posting, remember agdg

What is even the problem?

Very ominous, not happy.

I think I might actually post it on my twitter, as a Senpai Screams promotion.

Seriously, if you had turned this into a proper game, a sort of flappy birds clone with moaning, it could have turned some heads.

This egyptian furry is blending with the background

Decided to continue with my NotPersona RPG.

Working on the overworld now.

I just made mine smooth, what's wrong with yours?

Thanks lads, I'll check it out.

Sounds like the "dark world" version of a level select screen

Sweeeeet.

Not this guy, but I've tried grid based movement in Game Maker, where 'separation of game logic and graphics' is a joke
It's not very fun

>literally interactive simulator combat pedophile game
>kids jam
>little cute easier love
>anime banned
>improve pedo children, thanks
>added fuck
>bad porn
>bully later
>quality (

>Very ominous, not happy.
>Sounds like the "dark world" version of a level select screen
Maybe I'm emotionally retarded; I'll change the title.

So far, I have a bidimensional array that contains GameObjects.
When an object moves, it checks if the target position is empty, and otherwise, it doesn't move.
That means that objects can only move into tiles containing "null", and once they do, they will overwrite that "null" with themselves.

But now, I need a behaviour similar to pressure plates, so that if you move into a tile containing it, you will activate it, and if you step out of it, it will also turn off.
That means I can't overwrite the pressure plate object with the object that stands on it. But I also need to do so, so that other objects can't move into it if it's already activated by other object.

I could just use triggers, but I would like to do it properly, instead

>tfw thirsty for more la-mulana styled/inspired games
>closest thing is gonna be a porny furry game

Have a second bidimensional array but that one holds Booleans.

:^)

Now each space needs to store two pieces of info: a reference to the object, and what type of tile it is. You have two choices: add a second array of tile types, or make a Tile object that contains the type and the reference to the object.

There are tradeoffs to each.

This but more Spelunky rather than La Maluna

Ok, thanks.


What about this:
I also need to check if an object of type A is touching an object of type B, or also if it's connected to B through another A (think electric conductivity. A is metal, B is electricity source).

So I think I need some kind of pathfinding, but I have no idea how to implement it.
I guess I could check around every object A, and if I find another object A, check around it too, etc. But in which order? :S

>his code isn't self-documenting

Make it a tridimensional array so you can make several layers of object types.
But probably there's a better way to do it instead of working with arrays.

you've got two issues with your datastructure:

A. multiple objects on one tile
B. multi-tile objects
there are plenty of ways to solve this but this is how you should be thinking about it probably

for electricity type stuff you want a flood-fill algorithm

Look up "flood fill" and "A*". For A*, this site theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html has a good tutorial and a working C# implementation, that you can adapt to your use case with a little work. As is, it does tend to hammer the garbage collector IIRC.

What I would do, at least to start, is to check for each A if it's connected to a B, using a version of flood fill. This will run slowly if your map is huge or has a lot of A's, but it should get you started.

>tfw you only want to make 2D games and they fucking delay 3.0 because muh 3D

Oh fuck i just posted

Unreal seems to be much much better for these

are LLCs just a meme?
arstechnica.com/tech-policy/2017/05/supreme-court-makes-it-much-harder-for-patent-trolls-to-sue-in-east-texas/

east texas isnt even a state

That's nice idea. I probably won't use it that way, but something like "critical defense" seems good. I will have to give it a good thought, because it can't fuck up with my counter system. Thanks for idea anyway!

Considering that case seems to be about procedural legal bullshit, no. If you have to show up in court you're already fucked.

If you live in a developed country then forming a limited company is easy and essentially free, you might as well do it

Don't LLCs help even if you don't ever enter have a lawsuit? They still protect your personal assets if your game flops and you want to close the company and owe money

Plus there are usually tax benefits

You don't pay taxes on 0 income.

Reminder that you can always settle out of court :)

...

Indeed! The beauty of a company is that through clever accounting you can reduce your profits to 0, eliminating your tax responsibility while making money

yea ur mom has experience with that lmao

maybe I could be your artist tonight

i like paying taxes, proves im a successful citizen.
youtube.com/watch?v=scOWoUruKCY

>clever accounting
IRS has cleverer accountants and a police force, don't worry

How did the IRS get my non-US tax returns? Bloody NSA

>he thinks accounting is illegal

...

Increasing your salary as "expenses" to avoid taxes will be red flag #1, amongst other "clever accounting"

I'm not sure you have any idea what you're talking about

are there any problems with making my 3d character's arms separate from the body? like in pic related

entrepreneur.com/article/30062

How do I make a good UI

copy

no

ty

I've been working on prop models all day, it's been a pretty productive day so far.

>trying to 1MA a game with this high fidelity models
Sorry user, but you are going to fail

Yeah I got that far
Is the general principle just dividing this into 9 different sections and filling it accordingly?

>security cameras
>hard to model
tedious maybe, but this isn't hard at all if you know what you're doing.

I'm working with a few friends.

He's saying that high fidelity models are time consuming. Unless your game is extremely small it's unrealistic to keep up that quality.

You can get away with very few models for a normal game if you're smart about using materials to give different looks to the same models.

Who said it was hard to model that?

Added dynamic blocking. Blocking can be broken by a breaker move that doesn't do any damage, it only removes the players stamina, a bit like staggering.

Hopefully I can show that mechanics soon.

you guys like chupa chups?

What about a game about monster trucks?

You're only allowed to play it on SUNDAYS SUNDAYS SUNDAYS