/agdg/ - Amateur Game Dev General

Fuck the chicken poster 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
Godot: godotengine.org
GameMaker: yoyogames.com/gamemaker
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:

itch.io/jam/gmtk-jam
twitter.com/AnonBabble

CIA niggers not allowed

put popular frameworks like libgdx, sdl2 and cocos2d in the OP

but are little girls(FBI agent) allowed?

only if you teach them to pull the trigger

What fetishes would you like to see in a non pornographic game?

Can you recommend some good game design podcasts?

cuckold
black shemales with massive horse cocks

>podcasts
>good

that's 3-5 hours that you could spend making progress or actually learning something

which trigger are you talking about here?

it's for listening while at work

Cuckold seems doable but how would you insert a huge horsecock brown futa into a non pornographic game?

Anyone participating in the GMTK jam? itch.io/jam/gmtk-jam

The theme is "Dual Purpose Design" based on his Downwell video.

tuck it in, add a bulge on the front of the MC's dress, make the bulge bigger and more in the shape of a horsecock when she is around other people

glowing behind you right now ;^)

Casual nudity.
Modern games are too much hypocritic in this matter - one little nipple slip equals to hardcore gangbang porn and about 4-5 hours of best guro footage.
Showing detailed torture and extreme violence? Yes, of course, it's for kids after all, they'll be bored without these things. Here is your 12+ rating. Showing 5 seconds worth of non-mandatory boobies? GOD FORBID TO SHOW THIS ABOMINATION!! DID YOU THINK ABOUT KIDS? THEY CAN SEE IT TOO! 21+ rating only, and never a place on the shelf!

I'm ready for a new project

what the fuck do I make

>jrpg
>she's a party member
>after main quests there are small breather cutscenes of characters chilling in camp
>have a shower scene where they shower and the guys are embarassed that she's bigger than them

game

Definitely not because of feminists polluting our video games.

That wont fly

Thats better but still to explicit. Maybe something about her pants not fitting

Okay then.

Basic spell functionality is in (fire, ice and "lightning"). The enemies also have corresponding status effects (really basic atm).

Also really basic particle effects.

did I mention it's really basic?

Do people here write their engines from scratch or are you all using Unity/Godot/whatever?

The vast majority use engines, the rest use ez frameworks.

Whenever I try to do this:

void Start()
{
private AudioSource audio = GetComponent();
}

Unity starts screeching at me. I need to do this because I have another method which uses the audio but I don't want it to call it up every single time it uses it.

The angle at which the character stands is weird. Can you get it to face forward?

I see, thanks.

I don't think it's weird and why should it face forward during combat

because then he's constantly walking diagonally
it makes sense for him to be standing sideways when still, but that's it.

He should at least face forwards when he's using magic

Not gonna change it, making the player face 100% forward would just basically mean removing the right arm & sword.

not true

he is facing forward you dummies, he's just holding the sword sideways

nope. The head is obviously looking to the right if you look at the neck

This, I haven't made any casting animations yet.

That I might try as well.

...

this is now official lore.

the player stands (and moves) like this.

>the neck
that one pixel, yes
that's the power of pixels

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHH

post progress

A voyeur game, mix between Hitman and Pokemon Snap.
Shit would be cash but it's not something I could 1MA

I want cock in my ass so bad

go back to you fucking degenerate

I need an idea before I can make progress on it

A video game

nah fuck that

im not gay. I meant girl cock

isn't that yandere sim?

>Have 5-6 strings of if-else-then statements
This isn't the actual way to do it is it?

there's probably a better way but depends on what you're doing

conditionals are the primitive that all advanced techniques reduce to anyway, it just makes it easier to type out

user is a faggot who won't at least try it out himself. I mean, as the dev can ultimately do what he wants, but he's still a faggot. Pic related literally took me 2 seconds.

Anyway, here's an example of what it might look like if he was facing forward. Note that due to the set up of the pixel art, his head has to actually grow in size to be in the middle. It can't remain at the original size because then it would always have to be off, unless he changed the rest of the body. Basically, the head is four pixels, an even number, while the body is five, an odd number. I made the head five pixels wide and moved the arm down one pixel.

Taking pics there is a side mechanic and it's not like that game would ever get made in the first place.
I'd prefer a game where you're a voyeur man or woman full time.
The closest game to it is Natsuiro High School but it's extremely basic, most of your options is peeking up skirts.

looks bad

This will be the actual way any computer will do it on the lowest level. No matter what kind of syntactic sugar you'll put on top of it, compiler will make a series of if-then from it anyway.
So you are just writing it the best possible way for a machine to understand what you want to do. I don't know what did you mean by "actual way" but this is the most direct way.

I get your point. But now that you've tried it for me, I can also say it looks bad. I might change it in the future, but really I don't care about it now enough to change it.

>left: shield facing enemies, sword pulled back ready to swing
>right: sword and shield lowered, just cut up my shit up

Online fly killing contest

In the real world almost all combat tecniques assume that you turn your body sideway when facing forward. This is done to reduce your attackable area and increase defence, and also to improve forward-backward maneuverability.

Yeah. I'm thinking if the big head version came first, it wouldn't be so bad. But the smaller head is already the standard, and what's more, I think it's a little closer to believable anatomy. Although the art is just single colors, the big head version looks more "cartoony" than the smaller head version. Ultimately, I would go for the original version. Although it facing off to the side might feel weird, at least it has an uneven, and therefore more interesting, silhouette.

But yeah, I know this is just a small thing, but I recommend devs everywhere at least try to consider feedback. If you don't agree with something, explain why instead of saying "I'm not gonna do it." That just makes you look lazy.

AN important update:

trees can now catch fire.

that is all. Now I gotta drive home

>mfw

Good shit, man.

Shit, good man

And that's completely fine. I tried to point out the issue of how making the original sprite face forward is impossible without making its head bigger. Of course, there's also what said.

Anyway, sorry to single you out. The fact that you post progress at all means you're not lazy and are willing to work on your game. It just bugs me to see people automatically throw away feedback that could *potentially* make their work better. But yeah, feedback definitely varies too.

I like your magic system, but I think you should turn all abilities into AoE abilities and change your magic damage types.

You could do three types, metals, gases and catalysts. Alone metals is just metal dust that blinds enemies, gases just slow enemies down and catalysts cause various effects (fire, lightning etc.)

This allows players to collect different kind of metals, gases and catalysts, to create different effects. You don't even need to design these. Just get the periodic table and get the chemical reactions from there. Magnesium and Fire? Hot fire that melts enemies. Sulfur, saltpeter and coal? Explosions.

Players can slot these in from the inventory window and experiment with different types of reactions.

As for AoE.

Did you play WildStar? Every ability had a different shaped AoE shape. For metals you can do a small cone (for dust), for gases and round aimed disk and for catalysts a long lance. Maybe have different AoE effects for different mixtures of chemicals.

You could create a shitload of depth for a roguelike like this. Even make the materials lie around. Metals in caves, catalysts at shrines and gases from dead or rotting bodies.

If I wasn't on another project I would want to join you as an ideaguy.

PS: If you increased the resolution of your game and added cute armored girls you would make MILLIONS.

this is the most idea guy post I've seen in a while

>ADD ANIME GIRLS XDD
cancer

Daily reminder that someone actually made a game like this and made it cost money. Probably made more money than gumguck

Good night aggy daggy, have good progress!

he didn't say anime though

>character always facing away from the camera
You don't need anything to make them a girl.

this shit even got an article on pc gamer

Reddit spacing. please commit suicide!

looks like a more fun concept than gaygoo's RPS.

It was a decent idea with poor execution. Could have made a lot more money with some polish.

Price: $0.99
Owners: 713 ± 987
Players in the last 2 weeks: 713 ± 987 (100%)
Players total: 713 ± 987 (100%)

How much is the cut Steam takes per sales? The guy probably made just enough money to buy a large pizza.

30%

How would you check that an object is angled at a particular range in Unity?
I want to make a wall jump but ensure that the angle of the wall is within the correct degree range. Would you base it off the normal of the wall or something else?
Pic related.

Not so bad. I tough it was more close to 50%.

thoughts?

slick

what am I looking at

unit vector between wall and player, dot product
it also allows you to set a minimum angle for wall jumping

>Not so bad.
For steam maybe.

are slopes worth the hassle for 2d platformers/metroidvanias

some magical floating hands

I like slopes more in metroidvanias. If it's a straightforward platformer, I don't think you absolutely need them. But it all depends on the design. Mario 3 and Sonic make actual gameplay use of slopes with the sliding and rolling, respectively. If you don't do it for the gameplay potential, I guess it would just be to have more natural looking stages.

those are hands?

I just realized that the elbow placement of my mechs was always wrong and that there is a far better way to do it.

Now I have the unstoppable urge to redesign all my mechs. God damn it all.

>crash
>reopen the project
>collision is fucked on an actor for which I didn't change the collision

Truly Epic(tm)

More like common sense in this particular case, her original balloon tits looked terrible.

just revert the corrupt file to the previous commit

post mechs

not liking big bimbo titty. fucking faggot.

>trying to make fighting game netplay in unity

It's from Japan so it's pretty much guaranteed they didn't give a fuck about feminist whatever.
They probably toned it down in AC since jiggling F cups would look ridiculous in that art style and based the rest on AC.

Should mention this is 3D not 2D.

>unit vector between wall and player, dot product
So something like Vector3.Dot(player.position, wall.position) or something?
How would it work?

Extremely poor argument, if you can even call it that.

Does/Can unity support GGPO? Or does it use its own framework?
I don't know shit about netplay or the logistics of it but it's something I'd like to learn about.

I'm pretty sure he just wants to have a giggle and not an argument.

It doesn't have any.
I don't even understand how is it fucked to begin with, it does not collide with anything, except if I move a character into it.