/agdg/ - Amateur Game Dev General

Just like make game and post progress edition.

> Next Demo Day 16
itch.io/jam/agdg-demo-day-16

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

> 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:

ghostbin.com/paste/rv2jpaap
twitter.com/NSFWRedditImage

How essential is learning OOP for beginners?

It's not, but if you intend to use unity you'll need to understand it eventually

If your character wears panties at all then I'm not buying your game

Just download an engine and follow tutorials.

>oop
>2017
do you want to make a game or something, loser?

No ideaguys beyond this line

_______________________*fart*____

>godot
>not unity
>not unreal
And that's why we will never make it.
Engine wars will kill it before we start.

good thing they don't then

I think every commercial engine is OOP-based.
But don't worry, OOP is very easy.

Non-essential but a lot of frameworks use it. I wouldn't think too hard about designing your stuff around any sort of programming doctrine. Just focus on tools in the language/engine and use them when you want to.

Nice

...

you want to actively avoid it until you have the basics down

Looks cool.

>Make small Nvidia tweaks
>Rendering-engine performance spikes from 14-20% CPU usage to 0.3-0.4% CPU usage

My game is going to be so easy to run!!

They are wearing Royal Marines uniforms.

>#54

At least they haven't truly given up yet. You only lose when you stop making projects.

Better to have 54 unfinished games than 0 games at all

The red box now eats light blue boxes!
So far only if they're under it, I have to program the other directions now.

Godot is pretty obviously the best engine to use because
>the game has to be 2D with simple graphics
>the game has to be open source
>the game has to cost nothing for both developers and players
The only question is whether Godot is appropriate for this kind of game or if it'd be better to write a 2D engine from scratch.

54 unfinished games IS 0 games

How many shaders or shader programs does your game have?

As long as they're not wearing panties underneath those...

Godot is honestly the best choice for a community project. It takes less than a minute for anyone to download, it's free, it's open source, and it works well with version control.

Ok, let me rephrase
Better to have started working on 54 games than 0

>2dstation
>not wanting to make the jump to glorious 3d
And there's the next thing that people are going to bitch about.

One vertex shader.
One fragment shader.
One shader program.

Want to see my fragment shader, user?

where are all the godot devs???

They're motherfucking marines, user. What the fuck do you think?

6 shaders.

I need mechanics
Mechanics for a stealth game
No I don't mean a person who fixes cars or other types of machinery

disco- I mean deving

Don't really see how the game could have even 1/10 the depth in 3D.

What'll really get people arguing is whether we should include poo.

I am trying to decide if I want to make art for a videogame. Is anyone here working on a game, and needing an artist?

hello

You haven't met a lot of marines in your life, have you?

sure

what engine

my first little game didn't use any objects or even arrays at all and was made in a single source file. i don't regret starting out that way because at first i had a really hard time understanding how classes and methods worked.

the best advice i can give you is to just start working on a simple project as soon as possible. you don't need to understand every concept in programming to make a simple game.

>3d
>3 dimensions of space are height, width, depth
>no depth

I deliberately phrased that question in such a way as to make any answer possible.

How many dimensions and what are the themes

I might need an artist, but I'll have to see your portfolio first.

Excuse me?

Oh, didn't know I was interviewing yet ha ha. Well I was hoping to talk about the game I might be working on first.

You're saying there's no depth in Mission-Impossible dropping into the Cap's quarters?
Thermiting the AI from below, causing it to land in disposals?
Pushing the clown down a maintenance shaft, making him go splat like a pie?
Watching the plasma pooling on the floor just above the CO2, trying to climb as high as possible to keep yourself from breathing it in?

I'm telling you no one is going to program that level of depth into a 3D game.
Do YOU want to make 10 different animations for force-feeding somebody shit?

being depressed

where do you guys get your sounds?
The links in the OP are ok but... not enough variety.

Gonna try this again.
How, in the world, to i load a simple text file in ue4?

If the documentation was correct, this would be how:

FString fileContent;
FString GameDir = FPaths::ConvertRelativePathToFull(FPaths::GameContentDir());
FString CompleteFilePath = GameDir + "text/test.txt";
FFileHelper::LoadFileToString(fileContent, *(CompleteFilePath));

But, lo and behold, even though the file exist at that path (Which i've written out to be sure) it claims there is no such file!
Even:
FPaths::FileExists(*CompleteFilePath)
Tells me it doesn't exist.

The folder text has also been added to the "additional non-content folders to package".
Anyone here who knows UE4 that can tell me if this engine TRULY is this useless or whether i've missed something obvious?

ghostbin.com/paste/rv2jpaap

Password is meow

Who needs animations?

i know right

A waiter doesn't interview the restaurant owner.

Get your phone out, open a sound recording app, and have at it. Find sounds around the place, or make them with your mouth.
Obviously it wont be great quality. But they should be passable at least. And you can always mix them and add effects or whatever with Audacity.

First for C++

Why not just use C++, user?

Actually.

dark environment, cone line of sight, sonar ping for noises, multiple ai behavioral patterns, mission goals

I'm using C++!

...

I was making a light joke but if that's seriously how you feel then I'm fine waiting for someone else

Are you insane? That's c++ code right there.

can you make money off a basic platformer with good art?

I can tell you that the engine is not useless and you've missed something obvious.

I don't know what though

Reposting since I have a habit of asking for feedback right when the thread dies.

Which jump feels better to you? A (pic-related which is a bit floaty and jumps a little higher), or B (I'll reply to this with a faster/lower jump).

None of that code is STL C++, user. It's all Unreal Garbage. Just do this:

#include
#include
#include

std::ifstream t("file.txt");
std::string str;

t.seekg(0, std::ios::end);
str.reserve(t.tellg());
t.seekg(0, std::ios::beg);

str.assign((std::istreambuf_iterator(t)),
std::istreambuf_iterator());

You'll be waiting for a long time
Just like the rest of the thread is waiting for you to stop shitposting

Hey

There actually was a 3D SS13 clone on Steam Greenlight several years ago.
I don't remember what it was called and I have no idea if it ever got released.

I NEED A C++ VERSION OF THIS MEME RIGHT NOW

Waiting.

B, faster jump

Good idea actually, I was getting annoyed by trying to record from my laptop (I have nothing for thsi so you can hear the fan in the back and whatnot all the time) but with a phone it should be a lot better.

>shilling his Godot again
You know, normally I'd have tried it but your constant shitposting about it made me hate it instead.

Good job. I'll stick with gamemaker.

Dwarf station 13 or something?

It never left early access. Devs abandoned it. NO REFUNDS, of course.

please define "good", "make money", and "basic"

If you know the engine well enough to say its good but don't know how to load a textfile i've got bad news for you.

>user is so stupid they don't understand what include is
>user still thinks that including string is okay though
>user is so stupid they don't know why user wants to include it in a .pak file, which is different than copy pasting "muh first c++ program"

Whew. Its fine that you are stupid but if you don't know the answer just leave the guy alone.

good = something that looks like professional art.
make money = more than googum games.
basic = basic platformer, not more complex than mario NES games.

>being triggered by someone's engine choice
t. nodev shitposter

Tell me about your language's type system

nobody cares about your autistic faggotry, godot is pure love, no place for hate

>Dwarf station 13 or something?
No, I don't remember the title but it wasn't an obvious reference to SS13.
The Greenlight trailer was first person and showed off some hallways that were very atmospheric but totally empty.

i wouldn't really call smb3 basic

Spacebase DF-9.

Not even for free.

You don't know how to do something, you come here asking for help to do something, someone tells you how to do something and you laugh at them and insult them?

Wow, you must be fun to have around your mom's house. Fuck you, user. Good luck never being able to read text files in your shitty videogame project. I hope you fail.

...

>tfw gamedeving in best language

>Spacebase DF-9

My guess was close enough!

You're thinking of Centration, another scam """remake""".

SS13 keeps living because everyone can easily add more stuff on top, the sides, the bottom of the feet and maybe half inside the dysfunctional liver.
Either build an engine that easily plays with plugins, addons and mods, or go with a tool that has documentation available.

Honestly, Godot does sound perfect. Easy scripting language and asset loading for WH40k reference #142 and a backbone with C++ for simulation heavy stuff made by people who know more than dragondrop.

BUT! I am of the strong conviction that any attempts that start with "hey, let's try another remake!" is doomed to fail. Someone has to come forth with a framework that already presents the functionality of the most important systems, i.e. networking, construction, electrical grid, character creation, inventory management, admin functions, chat, jobs, round objectives, minimum of equipment, atmospherics, medbay.
They can be shoddy as all fuck, but you need to get people to a playable state so that they feel like "I bet I could fix this" instead of "I wish someone made this".

>OOP Furposter is so autistic he can't differentiate 2 posters

Whelp thanks for nailing my point even harder.

Can you even call yourself a gamedev if you're not proficient in C and C++?

try searching steamspy for released platformers and see what comes up.

so you're looking to sell 3k+ copies at $5-10?

it comes down to how good your art is. i'd say merely professional is no longer enough to sell a game on the art alone. you have to have a charming style or be really technically skilled, or have an interesting mechanic.

what's professional quality to you, and are you already skilled enough to achieve it?

gamemaker is unironically a piece of shit so idk where you get off insulting someone else's engine choice lol

Present.

Yes, that was it.
Did it get into early access before being abandoned?

my goal is to draw the sprites on top of a 3D render.

No!

Kinda makes me wonder why GSS13 failed if it allegedly had construction, atmos and electricity working, which seem like the hardest to code.