/agdg/ - Amateur Game Development General

hopefully you were faster with your demoday game than with making thread edition

> Next Demo Day 15 (FINAL HOURS)
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 Steam Games: www.homph.com/steam
AGDG Logo: pastebin.com/iafqz627

Previous Thread: Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
UE4: unrealengine.com
Unity: unity3d.com

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

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

> How to Webm
obsproject.com
nvidia.com/en-us/geforce/geforce-experience/shadowplay
gitgud.io/nixx/WebMConverter
github.com/thetarkus/WebMCam

Other urls found in this thread:

kickstarter.com/projects/1139574598/fight-knight
youtube.com/watch?v=CPvH1vSYXCg
twitter.com/AnonBabble

First for my game not being shit

>chicken op is okay
>but anime op is literally the devil
why?

it has agdg written on it so it's ok

> fuck the chicken

If it bothers you so much why didn't you make the thread? Is bitching more fun than taking action?

So does this

Downwells controls are:
A,D or L,R, Space or shift.
Space for a game like downwell is bad because its a very fast game and the spacebar has the most resistance for most keyboards. And Shift is bad because for most people, they have sticky keys off, and probably havent turned off the popup. So it can interrupt their game with an alt-tab. Oh and Downwell does not pause on focus lost.

There is never a case where rebindable controls are bad.
If you think your game is a masterpiece centered around its "unique" controls, youre wrong.
Stop being pretentious and just give the player options. Since I assume youll also not auto-detect for QWERTY,dvorak and the like to adjust for people.

And this

>it's ok when anime does it

And this

Does what? But yes, yes it is.

prove it

...

i cant

it seems the problem is on the choice of keys by the developer, not on the fact its hardcoded.

>There is never a case where rebindable controls are bad.
i disagree. if the players are adamant about using different controls they can use hacks, while knowing they are cheating but this is different from legitimizing rebinding.

>know exactly what I want
>don't have the skills to get there
>know it'll take years to acquire all of them
Suffering.

>hmm these keys are retarded let me change them
>hmm these keys are retarded, let me waste time having to open up a thirdparty tool to do something i shouldnt have to in the first place

>its okay though, because atleast im not destroying the devs grand vision of bad controls :^)

I bet youd bitch about default blender controls and change those.

Better to start now

Give an example of how rebinding keys is cheating.
The Overwatch example has nothing to do with rebindable keys. The reason PC and console players can't play together is because of availability of controller options. Nearly everyone on PC uses a mouse and keyboard because that's what the main input method is on a PC, and nearly everyone on console uses a controller because the console comes with a controller not a mouse and keyboard.
Overwatch still has rebindable keys, so clearly the issue is not that keys can be changed to whatever the player desires.

kickstarter.com/projects/1139574598/fight-knight

pfdhdfdfhjkhfskfdFUCK its happening

Is there a futuristic open-world game?
Seems like almost every "futuristic" game is apocalyptic nowadays.
I would love to play in a clean, highly-advanced environment with lots of flat colors, hover-cars etc.
I feel like I have an emphasis for clean-looking environments right now. Not dystopian, I want it to be tidy and ordely. I currently think about if these futuristic environments and imagine very fresh air, because future technology doesn't polute air at all. Also everything would look simplistic and aesthetic.
I can't describe it any better, my english isn't good enough, but I feel games like this will never happen.
You either get sci-fi space-ship games or apocalyptic survival games.

>Sorcerobe died for this jewing
not okay
just kidding man, good luck

Can I disable the bouncing

sounds uncomfy af

yes

This. Rebinding isn't cheating. Macroing is.The problem is that nowadays mouse manufacturers release driver software that allows you to macro out of the box.

Warhammer 40k: Inquisitor-Martyr

This will smoke Bokubay

looks dystopian

Mirrors Edge
First two Mass Effects
Halo 4
Sanctum 2 kind of
A shit ton of JRPGS

kys you fucking moron. it's idiots like you that rush to post the god damn chicken thread in the first place.

...

this is worthy of a kek and a coin besides

>these guys are only looking for 10k but plan on giving most of it to the composer

????

how do they plan on sustaining themselves through the remainder of the dev process?

Like most people user.
A job.

How are you marketing it?

read their kickstarter page fool. they said they plan on working on the game full time with the proceeds from this kickstarter.

Why would they lie on the internet?

the greatest sign that we are currently in an economic depression is the lack of aaa 3d porn games.
you are not a real enginedev if you can't develop a realistic sex organ engine.
don't hate on me, i'm just speaking the truth.
don't dare to recommend me any of the shit-tier games currently available.
we're living in hell, that's why games like this don't exist, yet we have billions of high-end graphic shooters.

>complaining
> not doing anything

that why you are suffering

autism

Please don't post pictures of my waifu's band when you make shitty posts like that.

Indie developers are currently experiencing a golden age, fuck off pervert

I can't stand that aesthetic. everyone wears a unitard and everything looks like a doctor's waiting room. it's gross.

Have you considered getting of your ass and talking to girls?
uhhh durr implying i want 3DPD uhh hyuk hyuk

We'll all make it user

"Most of it" implies more than 50%. They didn't say that, they said a "large portion", which only implies that the composer is getting a larger share than the other devs.

what's the obsession with shooting stuff?

i have sex with a woman regularly. but there are fantasies you can only fullfil in your mind or in (yet-to-be-made) video games.

Daily morale boost reminding that you are not gogem!

so just a basic burntime kind of combat our fallout super detail combat? any other combat systems? pretty much set on burntime.

You see a bullet is like a phallus symbol directly penetrating your opponents. Its the ultimate power symbol.

>.t pedophile

>i have sex with a woman regularly

I am not going to argue that, I am just sorry for you.

a tool is much different than an artpiece

thanks

Good luck, looks really fun, and that music is sweet

might be 40 units our more on each side,so i think a basic kinda maybe burntime/legion combat.

lol, so having sex with a real woman is excluding you from having perverted sexual fantasies?

i'm not a pedophile. it's more about choosing the looks, choosing the clothing, choosing the setting, choosing the fetish, choosing how she behaves etc. etc.

>super detailed
>fallout

No everything is art, even your gamedev tools are art. Stop perverting the devs vision.
Do yous see how retarded that is?

did you ever play legion our burntime?

> not enjoying a clean future

I think I've spent 12 hours on my tile map editor just trying to figure out the correct way to choose the correct sprite of water

FTL's kickstarter money mostly went to the composer too because the game was pretty much done at that point

they're still bullshitting by only asking for 10k

>Thirty, forty years ago, we were still debating about what the future will be: communist, fascist, capitalist, whatever. Today, nobody even debates these issues. We all silently accept global capitalism is here to stay. On the other hand, we are obsessed with cosmic catastrophes: the whole life on earth disintegrating, because of some virus, because of an asteroid hitting the earth, and so on. So the paradox is, that it's much easier to imagine the end of all life on earth than a much more modest radical change in capitalism.

that is because the developers of overwatch decided having rebindable keys was compatible with the rules of their game but that isn't the case for every game. in a game like warcraft different units have different hotkeys and memorizing those hotkeys is a skill. using an external application to make all those different hotkeys consistent between units is cheating because it is using hacks to make the game easier.

So was it worth it?

i think most porn game project die, just right after the dev has jerked off.

summertime saga is still going.
And hes about to hire more people.

rebinding is cheating if it isn't allowed by the rules of the game. game developers define the rules of their games using code, in other words you disallow rebinding by not including that option in the game. it is technically still possible to rebind the keys but not allowed.

when you reach true perversion, masturbation will not be sufficient to disrupt it. you will be haunted again by the specters of you desire mere minutes after ejaculation. porn game development begins precisely when masturbation ceases to function as effective release and a more elaborate scheme must be instituted in its place.

subjectivity isn't retarded. that said i doubt blender is intended to be apprecated by it's emotional expressiveness

sounds like something sigmund freud would have said if he'd be still alive

i dream of trains going in tunnels constantly.

>by it's emotional expressiveness
>literally sculpting a person or anything from your imagination
>not emotional,artistic and expressive
hmm,getting some serious bias here lad, now that your shitty opinion is getting holes poked in it

That's not good game design. Making the game harder by making the input confusing or annoying does not make the game more fun, it just makes the game more confusing and annoying.

A better design would be to streamline the controls and allow the player to rebind the keys. And then make the actual game itself harder, make enemies faster and more dangerous, so the player can use their own skills to fight the battles. If the game were easy and the controls were hard, the player isn't fighting the game anymore, they're fighting the controls.

we were talking about blender, not about what could be made with it

everything can be art
everything is not art

even a fork can be art as long as it is displayed as such and not used
but the fork you use to eat everyday is not art

>made in gamemaker
holy shit good luck i was looking forward to the day somebody would make a good 3d game with gamemaker

>im just going to open blender up and stare at the splash screen
???

I AM NOT THAT KIND OF PERSON
STOP

i think i see why you are confused. the splash screen is art

How full retard am I going?

Mamma mia

oh ok but then let's talk about games in the same way. let's talk about the game "itself", not how it can be played.

oh wait that would be moronic.

i think the problem is that you consider the input as separate from the game but i believe the input is part of the game. puzzles are confusing but they also are fun. obstacles are annoying when you fail but fun when you succeed. it's important to manage the level of stress the player is subjected to but removing all stress will not necessarily make a better game

nowhere near as retard as the guy who just spent hours shitposting instead of implementing rebindable controls

you seem to still be at high functioning autist level.

Hey /agdg/,
why do I keep starting projects that are too big?
Was posting here last year with a retro / pre-rendered graphics game where the character looked similar to conker the squirrel if some of you remember. Can also poast a webm of that if you want.

But pre-rendering everything in the right scale while you also have to make the game as you would have to anyways and build/tell a story to some degree just puts another layer of extra work on top of an already big pile of work.
And this when you already need to finish something to make gamedev a thing to support your living.

Why does my mind only rarely let me make quick and simple small games that I can potentially finish in a reasonable timeframe?
Started webm related a while ago. And I'm already not sure if I took a task too big for just me upon me again.
Game is supposed to be some glow in the dark platformer game, maybe with some speedrun aspect, not sure about that yet tho.
webm cuts off because 3mb file limit..

do people actually ship games this way? why? unless you suffer from a pathological fear of text files, how could this possibly be easier to work with than code?

"the way it can be played" is in fact the game but i take most artists using blender aren't making art to be experienced through blender which is what makes it fundamentally different

you need to move to washington n get a ganja script.

youtube.com/watch?v=CPvH1vSYXCg

I remember your game user.

>less than a week left to finish my game concept for college class and I still haven't started writing it down, since I'm stuck between 2 ideas
Panic is starting to increase.

wat

that's something. Thanks?

also webm of old project.

>visual programming

You already reached full retard when you first started.

you're clouding the issue by switching back and forth between the roles of dev and user. the developers of blender envision certain usage of blender and the users have the ability to alter it. the developer of a game envisions a certain playstyle but the players have the ability to play differently.

why is it ok for you to cripple my ability to play the way i want but not ok for the devs of blender to do the same? how are you better than them? why is your "intent" important down to every single keybind, but theirs isn't?

Well, graphics isn't the issue, your stuff looks amazing. On the other hand, I can't even imagine to begin how much time goes into rendering this in 3d.

Have you finished any other project in 2d?

I suppose we do just have different design philosophies.

To me controls should fade away while playing, the player shouldn't have to think about the controls, they should just be able to think of something and immediately start doing it. There shouldn't be an in between step where the player thinks "okay what button do I press?".
A games difficulty should be completely built into the systems within the game, not the systems inputting into the game. And of course the players can spend time learning the controls so that the controls do fade away, but this learning step shouldn't take more than 10 minutes in most cases. And in most cases there is no reason not to allow the player to customize their keys.

One case I can think of where the input method shouldn't be modifiable is for games where the input method is the gimmick of the game. Such as QWOP or motion control games.