/agdg/ - Amateur Game Development General

Share some progress, no matter how shitty you think it is edition

> Next Demo Day 15
itch.io/jam/agdg-demo-day-15

> Play Monster Jam
itch.io/jam/agdg-monster-jam

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

> Helpful links
Website: tools.aggydaggy.com
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627 (embed)

Previous Thread: (Cross-thread)
Previous Demo Days: pastebin.com/JqsQerui (embed)
Previous Jams: pastebin.com/jAByvH3V (embed)

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com
Your own

>Enginedev
libsdl.org
learnopengl.com

> Models/art/textures/sprites
opengameart.org
blender-models.com

> Free audio
freesound.org/browse
freemusicarchive.org
incompetech.com/music
fantasymusica.org

Other urls found in this thread:

youtube.com/watch?v=ERUR-9_DcZo
youtu.be/S72vP58vgNI
youtube.com/watch?v=8MS2tFZd2xk
kickstarter.com/projects/2139542651/bokube
whompcomic.com/2013/06/19/pork-futures/
twitter.com/AnonBabble

First for LIKO-12

you have 2 days to post why you aren't using a future funk aesthetic in your game

I don't like funk

fourth for post progress

art isn't game dev

>post progress
Ok, sort of.
Adding a bit more stuff to make things more eerie and interesting.

In what way are the visuals of future funk distince from vaporwave?

actual previous thread :

Can you post some more recent webms? I think I've seen a few but this looks a lot more advanced than what I remember.

ok, here is a screenshot of my game

This is existential nightmare fuel. Looks nice and I want to know more

Now we're talking

Sorry for spam. An hello from russian image boards
youtube.com/watch?v=ERUR-9_DcZo
Most ru anons speak highly of /agdg/

i matched the model to the skeleton so the center of balance needs to be tweaked. these guys are going to be passive NPC's that populate certain areas.

model by theonian.

they are totally not

why

I hope the NPCs stumble down and do those flips as they go about their normal day to day business

fuk u

>tfw making a village by first making the natural landscape, then clearing the trees and playing out the history of the village, making buildings one at a time

how retarded is this

>all of a sudden it throws a round kick
So out of character for a bot like that it's great

God I cannot believe how much better looking you've made Whimp look in such a short time.

that depends, how many decades from now do you want your game to come out?
But seriously, if it's only a few buildings this seems cool

Bring back bully cube

>This is existential nightmare fuel.
Excellent then. To put it simply: Its an isometric rpg where you explore the Dreamlands. There's various stuff to do and encounters are turn based. Most of the "classes" are variants of witches & other occult specialist and the encounters use a simple card system. I'll tell you more when I can actually show an encounter but it should be interesting.

Based on yesterday's feedback I made some changes to the UI.

Left is fleet overview, which shows all ships in fleet. Clicking a portrait will switch to that ship overview and inventory.

Centre is the ship itself, split into internal/external view. External shows hardpoints and point defense, internal shows compartments, bays and command staff.

Below is crew and plants. Crew are like weapons/trinkets/items.

Plants are like potions/food.

Right top is the currently selected ship inventory. Below that is the shared fleet inventory. This makes moving items between ships easier and more streamlined.

Nice thread image. I'm so sick of that fucking chicken.

youtu.be/S72vP58vgNI

I just uploaded a new vid

Thanks user! My secret... it's all about the ferns
But yeah in the last week or so I've worked on removing black outlines, a system that lets me dynamically add parallaxing rock structures, and made those new environment layers. It goes a long way

This is the internal view.

Ship is shown in wireframe with compartment locations. Mousing over compartments shows the stations, which officers/support staff can be assigned to (Officers are abilities, Support staff modify abilities - like PoE gem system).

Bays are support skills and Command staff are items (rings and amulets).

Awesome. I get a real vintage scifi novel vibe, it even looks like the aesthetic of one of the covers. That's one of my favorite spooky aesthetics, keep it up

Thanks user.

Этo мecтo пpeвpaтилocь в нeвынocимый SJW PC тaз бyквaльнo зa пocлeдниe 3 мecяцa. B кaкoм cocтoянии вaш кoмьюнити и ecть ли cмыcл тyдa пepeбиpaтьcя (я нe из paшки)?

kek'd at the filename.

Your game looks so high quality I feel like you are wasting your time posting here. You'd probably manage to gather quite the following if you would post on reddit or something.

youtube.com/watch?v=8MS2tFZd2xk

Yo Whimpdev, just saw E3, sorry that Nintendo stole your game

This looks great. Massive progress from when I've last paid attention. Do you have a twitter I could follow?

If you were looking for a gimmick for the big gun then maybe a general "heavy" weapon class that has some mobility downsides like lower max boost time and maybe slower movement while aiming? Could also add some overheat stuff to the gun itself and maybe a minigun style spin up time.

Also you better implement a rocket lance to charge people with in the future.

It's all good, if you go back far enough I basicaly stole theirs. I was nervous at first but realized it'll be fine

AGDG provides a lot of good feedback, believe it or not.

The game would look a lot different without AGDG input, so I kind of feel obligated to stay here.

We got other team members, our programmer uses reddit and the others use different platforms. Divide and conquer.

that would result in a black hole

>good
>good


good

...

HAWKEN LIVES

...

I've noticed that, it's a very american thing to call things just "good" or "bad", with no arguments

bad post

...

in the quoted instances though, "it's all good" is an expression, and "good feedback" just has to denote whether the feedback has a net positive or negative effect. It doesn't have to be that descriptive

sure.

Thanks mate. Only have the youtube channel for now but I'll make a twitter when I finally come up with a good name for the game.

>maybe a general "heavy" weapon class that has some mobility downsides
It weighs a ton so that already reduces the speed, I think people wouldn't want to use if it slows down the mech even more. Also think of the Heavys, they are already slow, no need to make them even slower.
I was thinking of making it a 2-hand weapon so that the player can't equip another weapon in the other hand but rev-up time and/or overheating is a neat idea too.

>Right now it's just a super heavy machine gun, so I want to give it some kind of gimmick, not sure what though.

Are you flirting with my ideaguy tendencies?

Knockback. For the enemies and/or for the player.

what are good indie TBS

I want to make phantom crash.

top kek.

He/her/xer doesn't have a game

>I write constants in UPPER_CASE

It's hard to tell but those short range arcing spike shots go through other revenants, so squaring up against a pack of these guys in melee is not a good idea unless you get in fast and wail on them with power sword strikes.
I was trying to showcase this but skeletons are uncooperative assholes.

>local/private variables begin with an _underscore

>2-hand gun with knockback
>1-hand gun with overheating/rev up
This doesn't get easier

I swear I don't remember writing this

>every public name is prefixed instead of using a namespace

>he doesn't use enums for constants

Is this readable to you?

Maybe I'm just not used to it but this syntactic sugar doesn't help me.

>tfw my engine is almost finished
It's all drag and drop now lads

>what the fuck are enums
>alright I get it now but what's the point?
>wow that's a lot cleaner
>ENUMS! WE NEED MORE ENUMS

>tfw used arrays instead of enums with index to corresponding things in comments

>his enums are in the global namespace

Next weapon incoming: The Plasma Rifle!

The primary fire is going to be the classic fast-moving, globular ball of hot goo we all know and love, coming out at a semi rapid rate. I’m going to try having them bounce around up to three or four times as well to differentiate more from the SMG.

Every new ranged enemy from now on is also going to fire slower projectiles, I’ll leave the near-hitscan bullets for the TV-Bots.

I’m still debating what to do with the Secondary Fire. I could do a heat burst like in D44M, A beam like Unreal’s Link Gun or Quake’s Lightning Gun, or an even slower charged shot that comes out in an arc and does damage over time in a small area for a few seconds. Anyone with a preference?

I make all of my variables global and there's nothing you can do about it.

>want to keep devving
>feel sleepiness drawing in

When are scientists going to find a cure for needing sleep?

Starting new with UE4, do I use blueprint or c++?

maybe stop staring at your phone 2 hours before you get out of bed and fall asleep and youll have more time to dev shitface

sorry I'm addicted to the internet

When we can upload our memories into a robot

I wonder if humans will eventually decide that biological bodies are inferior, and abandon them completely. Instead we'll just create new robot bodies with learning AI in it, or copying our own "brains".

oh look it's a clone of torment tides of numeria, a game that bombed

Just two ternary operators on one line. Sure, readability is shit, but it works.
Here's the basic equivalent:

int initialLod = 0;

if(mipLoadLevel < mipCount)
....initialLod = mipLoadLevel
else
....if(-1 < mipLoadLevel)
........initialLod = mipCount - 1
....else
........initialLod = 0

c++

kickstarter.com/projects/2139542651/bokube

gonna make it!

I love this subject.

The new brain will think it's you but *you* will know it's not you. (you could argue the opposite something else though)

See this ronny comic : whompcomic.com/2013/06/19/pork-futures/

We all gonna make it

Gave up on it. I'm not cut out for gamedev, and the bar has gotten higher every year. Especially from other AGDG devs, just look at this shit:

proof that its really plokdev posting

its going to be nice when i can finally post some images of my game.
one day...

Sleepiness is normal. Just fix your sleep schedule.
Summer in a city is awful though, I've been sweating for two days and my computer is shitting itself.

Both. Blueprints are super slow to write for basic stuff like math functions and lack some possibilities (I remember someone talking about generating a mesh from a heightmap being impossible with blueprints)

is it okay if I don't have a cliché fiery faction for demons where everything is fire and red and lava, and they're just summoned beings instead
are people gonna get mad

When using Blender, what would you guys say is the best method of creating a high-poly mesh from low-poly, or vice versa?

First time posting actual progress on this, Ignore the stolen assets and the shitty recording quality.
Had this idea for zombies for this Castlevania clone I barely work on.
Normal attack: you destroy the torso and the legs keep coming at you.
Low attack: you destroy the legs and the torso crawls really fast at you. You can't attack the torso so you have to jump over it.
Could get interesting with a lot of zombies on screen.
Also I think is the first time I show the MC sprites here too.

the high-poly should not be anything else than the smoothed low-poly
everything more should be textures

>the high-poly should not be anything else than the smoothed low-poly
No real point in doing just that, you've gotta add and refine details as you smooth it.

Shit man I haven't seen a classicvania game here since that Skeleton one. You keep this up

>but I'll make a twitter when I finally come up with a good name for the game.
You should have a personal twitter for you where you post the game, not a twitter just for the game. That way people get to follow a person instead of an entity. It can help to make it feel more involved or personal for the people who follow you. To take this further you can occasionally tweet things that aren't directly related to your game.

I won't promise anything because I never took this proyect too seriously, but I'll try my best for you, user.
I was a huge fan of Helleton too.

When working in indie or 1ma you shouldn't concern yourself with high poly/sculpting. You're better off just box modeling your game ready assets and focusing on speed over detail.

You will never finish anything if you sculpt every model.

Actual artists start with a lowpoly to get the silhouette right, then sculpt based on that and possibly retopo into a new lowpoly if needed.

Highpoly first then use the decimate modifier to make the lowpoly. :)

I'm actually attempting somewhat high-poly art. What I've been doing is modeling the mesh in it's low-poly state, then using multi-resolution for sculpting detail. Then of course I bake the high-poly sculpt onto low-poly.

>tfw the language of the engine you are using doesn't have enums

What are anons suggestions for a 2d engine with the code in either a c++/c# flavour? I've looked up a bunch, but I'm not really sure since this will be my first attempt at trying to make something proper.

Not unity.

haha time to stop being an ideaguy

Unity

SDL

SFML

>pic related

Updated Unity, and now the Line Renderers I was using no longer work. Fantastic.