/agdg/ - Amateur Game Development General

as long as you take a moment to step away from shitposting and work on your game you will make it edition

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

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

> Helpful links
Website: tools.aggydaggy.com
AGDG Steam Games: homph.com/steam
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg
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
gitgud.io/nixx/WebMConverter

Other urls found in this thread:

awk.itch.io/harmonic,
twitter.com/AWKgamedev,
awkgamedev.tumblr.com/
youtube.com/watch?v=yrrpj_f5cHI&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR&index=3
godotengine.org/download
twitter.com/SFWRedditImages

ARISE CHICKEN
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C
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Reminder that googs only makes shovelware and is therefore a shoveldev, not a yesdev.

what with this shitty chicken meme, no wonder nobody takes /agdg/ seriously.

if you hate chicken, make an op before chickenop does

it shouldve been anime

GET OUT CHICKEN DEVS

ARISE

cluckold

Has anyone got some good info on Nav links ?
The documentation has jackshit on it and I've got this bug where if I'm close to the navlink, the AI goes back towards the first point of the navlink.

can you craft a chicken hat out of the chicken? DO IT.

to be fair chicken guy did post the OP pretty fast. If he had waited a while I would have noticed and made a new thread.

just for further precision, it works fine if the character is already flying, it seems like the jump is what fucks it up

Can someone explain how the heck did I make this "bug" and how to fix it? GMS 1.4

There's obviously a problem with your collision logic.

Pastebin your collision code.

whats wrong with this code?

if it spawns 1 enemy, it will create 3 variables ( two of them that are completely empty ), and one that stores the objects id.

why is it creating the two extra empty variables when it specifically says only to make them if targets is more than 1?

pls no bully, i am nodev.
This is mostly all of the code I wrote.

>my game isn't getting any attention
>broke
>character art and concept hasn't been finalised yet
>why don't i make the characters moeshit lolis or furries and nab dem patreonbux on OCs

redpill me on why this is a bad idea when it's likely to get me the guap

forgot image.

because you have competition these days
because you didn't plan this from the start
because you're an outsider to the scene looking to make a quick buck, and people can tell

all that said, it probably still has a better chance of success than steam

It means everyone will think you're a furry literally until the day you die.
If you're okay with that, and your artistic vision doesn't care whether the game is furshit, then go for it.

As long as it's a good furry game like Dust then you're golden.

What if I make it like Lugaru with guns

What's grav equal to?

This, actually.

----[ Recap ]----
Game: Harmon:i:c
Dev: AWK
Tools: Godot
Web: awk.itch.io/harmonic, twitter.com/AWKgamedev, awkgamedev.tumblr.com/
Progress:
+ First week of the refactor/port to Godot 3.0
+ I made a module system that lets me build actors using generic nodes, a wall is made of an mSolid which defines its shape and layer in the level's grid, I can combine several mSolid modules to make bigger objects, I can also easily add an mControl module to the wall to make it controllable by the player (or AI) and an mAudio module to make a sound every time the move function is called for example
+ Expanded debug message system that shows which node is sending the message and its position
+ Input (with configurable echo timings), level grid, module logic, collision, the very basics are done
- Nothing visually interesting to show so have debug messages instead

meant for

>you're an outsider to the scene looking to make a quick buck
That's what most of these faggots are. The biggest offender being gogem.

code looks fine

my guess is its something to do with one of your objects collision mask, game maker is funny that way.

try using more rounded numbers.

grav = 0.2;

Then there's your problem. Try seeing what your actual y coordinates are in the air. Chances are you're ending up off the pixel grid, and thus not aligning to the collision correctly.

6.67408 × 10^(-11) m^3 kg^(-1) s^(-2)

holy shit, this was it. I would have never guessed this was the problem. Thank you. This thing literally bothered me 2 months that made me really not progress at all.
Thanks again, anonymous heroes.

Is that the gravitational constant?

I'm not a programmer, but it could be that the variables are made regardless of the conditions.
And then it only assigns a value to them if the conditions are met.
But I've no idea why would that happen honestly.

>it's not it

...what?

youtube.com/watch?v=yrrpj_f5cHI&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR&index=3
reminder that only nodevs shitpost on the yesdev series

Can my reputation ever be saved? I want to keep my options for a career open.

Can't he do it anonymously, under a differnt name?

>I'm not a programmer, but it could be that the variables are made regardless of the conditions.
this was happening, it was creating the variables based on an array length instead of the targets length.

oops

>GMS
problem found

If you're extremely careful, maybe. Use different account names, and artstyles for the two projects. Publish anonymously for the furshit. You still have to use your real name for bank stuff but I don't think that's forward facing.

>this was happening, it was creating the variables based on an array length instead of the targets length
What array?

FYI things in GMS are not tied to the pixel grid unless you code them to be.

>26 thumbs downs
kek

grav = 9.8f*Time.deltaTime;

Don't worry, furries actually pay quite well.

This just means it'll be more embarrassing when he gets found out. Look at Andrew Dobson and his CattyN persona.

>rebuild the movement logic
>switch up a few things
>bug partly goes away
well at least if it doesn't get stuck anymore it's decent enough for placeholder

I did it guys, I actually worked on my game for 5 hours (and a bit more) just like I promised.

We're proud of you, user.
Post progress.

Is this even an issue? Furry is getting more and more mainstream anyway. And don't many artists who work in the industry draw smut anyway?

my menu array for selecting options, simple fix.

is there any reason why near the bottom of my script i cant write obj_overlord.id[m].x ?

basically replacing id1 with id[m]

the for loop should iterate through as many targets that exist and replace the [m] with the number right? but id[m] draws the cursor in the middle of the screen for a reason i cant figure out, while id1 works perfectly.

There's at least a few comic writers for the sonic series that have gone to porn now that the comic is ded.

Yeah, like I said, furries pay quite well. Lots of artists learn to draw smutty furshit solely because furries are willing to pay much more than anyone else for commissions.

>Andrew Dobson
He drew really degenerate shit, with shit skills, and acted retarded. If you just draw "normal" furry porn, do it well, and act cool about it if you're found out, it won't be a big deal. Everyone needs money, people understand that.

Your navmesh does have decent jump links right?

man this oculd be simplified a lot, and why not use a switch.

But yeah, var m could be declared onces, the draw_spite(w,x,y,z) could be variable that you set in each if and then draw_sprite at the end, etc

Protip:
Veeky Forums just got flooded with pokemon porn. It's gonna get flooded again. Keep threads bumped.

wow our constant stream of shitposting kept us alive

Where? I don't see any.

But that's exactly what I mean: hiding your degenerate fetish art, even if it's not your fetish per se, will only end in ridicule and a reputation as "that guy who tried to hide his degenerate fetish art."
You have to own that shit.

Why didn't you tell me before it got deleted? I wanted to see it... for reasons.

libgdx versus godot.

why?

>You have to own that shit.
This

Unless you're making anything to be marketed at/for children.

why, indeed.

If gogem is so shit, why not filter it?

why

----[ Recap ]----
Game: Project K2
Dev: user
Tools: Unity, Maya, PS
Web: ...
Progress:
+ imported teleporter model
+ replaced the glass shader on the bridge model, fps is now much better
+ minor optimizations and tweaks
+ Menu prototype!
- The new glass shader doesn't look as good as the old one.

we enjoy our anger

Can I set the visibility of part of my widget or do I have to make two separate widget blueprints?

e.g. Weapon description is shown when you hover the mouse over it in the inventory.

That's called a tooltip

i'll clean it up at some point, its at least functional for now.

also i realized my mistake with m, i was misunderstanding the for loop.

You can set up a little web space for free using social media, you know

only this one, but I don't see how you could do it wrong if you don't place it like a retard.
The navlink works as intented if the character is flying, I think what it's trying to do is that it's trying to go back towards the navlink's path before going up.

Damn. Thank you so much. I was overthinking this.

Sorry for shilling, but have you guys taken a look at WritScrib yet? Assuming they don't just run off with the Indiegogo money, it looks like an objective improvement over Tumblr. I don't have anything to show off just yet so I'm thinking I'll wait until they launch to set up my dev blog, instead of using Tumblr.

I want to replicate this with Unreal Engine. Since the only interactive part are the buttons, can I simply use a picture for all the rest (including the lines connecting the different buttons/social policies)?

That doesn't sound right to me. Which is the right way to do this?

Making 2d is easier than 3d, right?
I would assume so just based on learning to model in 3D being difficult for me personally

It's alive

real shitty attempt at preventing backface occlusion

Pretty much what you just said. I don't use unreal engine so I don't know the technicalities of it, but what I'd do is make the background (including lines) a single image, then apply the buttons over it.
If you want you could make the background one image, the lines another and then apply the buttons over the top of both of them. This way if you ever need to edit the lines and reposition things, you wont need to touch the background.

I feel like I am going to get bullied IRL for buying and using assets. Like I know some turbo autist is going to find where I got everything and bully me about it.

That's the right way to do this.

Al right. Thanks for chipping in.

From a purely aesthetic point (not a "standard area" so its not supposed to look normal), which one do you prefer?
a b
c d
e f

All and none of them, simultaneously.

Don't worry. I'm going to make a game with a toolkit that has all the core mechanics implemented. I'll be bullied in your stead.

top or bottom left seem most consistent

Unless you come up with a way to procedural generate those lines, everything will have to be made into a texture. Welcome to the hell that is UI development.

It turns out that myself and two of my roommates all have been using game maker. How do we work together to make a video game?

...

RPG Maker?

E

A toolkit for Unreal Engine for a specific genre. I don't care if I'm bullied and ostracised. All I care is making that damn game.

godotengine.org/download

git

C looks the most like weird rocks so I like it more.
E is also nice.
Overall it really reminds me of Baten Kaitos, both in the weird aesthetics and the colors so I kinda like it.

a and e