/agdg/ - Amateur Game Development General

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itch.io/jam/agdg-demo-day-15

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

> Play AGDG games on Steam
homph.com/steam/

> Helpful links
Website: tools.aggydaggy.com
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

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

> How into .webm
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter

Other urls found in this thread:

github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/superkoalio/SuperKoalio.java
pcgamer.com/median-game-sales-on-steam-are-down-dramatically-steamspy-says/
develop-online.net/news/average-indie-game-steam-sales-halve-year-on-year/0219745
twitter.com/SFWRedditVideos

$$$ Money pro here, ask me anything.

threadly reminder that /agdg/ thinks your game is a failure and sells modestly if you're under 15k sales

>t. nomoney fag who thinks he's a master memer

My dream game consists of a Maplestory-like World-pathing system where you get from place to place, in a vanilla/alpha World of Warcraft-esque setting and skill system (think back when they were going to make the game more dark and edgy) with a Starbound/Terraria style deconstructable world that you could decorate, with factions of furry races like WoW's Alliance and Horde, all online.

Where do I start?

Why do you care about other people's financial situations? There are literally people who are rich just because they were born lucky.

That's not a good way to live your meme.

Anyone know what's a good number of Steam wishlists/followers before launch? My game has 600 wishlists + 100 followers atm, releasing in 2 weeks. Would that be enough to recoup the Direct fees for a 10 bucks game?

>600 wishlists
That's maybe 3 buyers

>Pricing your game at $10

You are never going to make it.

That's high-end indie pricing.

It somewhat works now. A lovely, botched A* algorithm that I think will be better working for this monster type than a well-made one. I like them wandering around instead of going straight to the player.

Bug: The monsters still go through solid tiles sometimes. They used to do more, but I fixed that with a bandaid fix. I'm not entirely sure what's causing it now.

Also, the FPS drops ARE because of some chinks in the code this time, probably because of the bandaid. I'll have to look into it.

>live your meme.

I need to sell at least 1750 copies at 5$ each to fund development for 1 year.

Assuming games take about 2-5 years to make, I'll need to sell 3500-8750 copies each game in order to live off of game dev.

>Taking more than a year on a single project

I'm sorry, you were never going to make it, just stick to this as a hobby.

Threadly reminder that if you deny a fact, it ceases to exist.

Welcome to post-truth /agdg/. Enjoy your stay.

>I need to sell at least 1750 copies at 5$ each to fund development for 1 year.
>Assuming games take about 2-5 years to make
this is all sorts of broken.

Sorry, mobile trash mothers and 8 year olds aren't my target audience.

I don't. I'm just proving people wrong on the internet.

You need to save a little for when you get older through.

>tfw fatty owned by little princess's screwball trap card

This sadly.

It's fascinating how delusional some people are here.

What's wrong about it?

>implying I'm not just going to kill myself when I become incapable of dev
What's the point of living if you can't do the only thing you love?

Threadly reminder that if you deny a creep, it ceases to exist.

Is anybody uses libgdx here? Can somebody give me a example code for how to implement collision to tilemap.

i found this but not really understand anything:

github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/superkoalio/SuperKoalio.java

I dunno, see your family grow?

Retirement is a tool used by jews to slave you even further.

The only thing you should invest money in is yourself.

>spending more than one year on a game
>spending 5 years producing a game that can only sell for 5 dollars

>>spending more than one year on a game
Sorry, not everyone wants to produce below mobile shovelware tier meme garbage that nets you $0 on patreon and burns your braincells until you turn into an insufferable namefag cunt.

>There are people IN THIS GENERAL that have spent longer than 3 years on a single project

???????????????

you're missing the point i was making when mentioning the year
these games have been around for a long while and made their way to bundles, which boosted their numbers while not making a whole lot of money, and discounts
there's also the fact that the indie landscape is changing and shifting, hurting the full-price sales even further
since you mentioned the median, here are some articles i found through quick google
pcgamer.com/median-game-sales-on-steam-are-down-dramatically-steamspy-says/
develop-online.net/news/average-indie-game-steam-sales-halve-year-on-year/0219745
these articles were written after 2015, so after most of >10k owners /agdg/ games made their debut. to save you the trouble of putting these through the archive, here are some quotes
16th april 2016
>Median indie games sales in April 2015 were 5,400 copies and they dropped to 2,800 in April 2016. But on the other hand the sales for #10 indie game in April 2015 were 104,000 copies and 102,000 in April 2016,” he tweeted. “So the tail become longer as more games get released on Steam, but if your game is one of the top indie titles, you're safe.
if you're the big fish, not much changed, but only like top 5 /agdg/ devs can call themselves that, with only hopoo really being around anymore. you're probably in the tail. the amount of competition you're dealing with increased, having a good game alone won't defend you

oof ow oh ow my gogem

both WtV have SIT have cleared your year of development threshold and both took around 2 months.

...

>My dream game consists of a Maplestory-like World-pathing system where you get from place to place
God damn, thanks for making me sad.

Then I should make at least triple of what I expect and enjoy myself significantly more by not making utter trash.

>implying we see the world the same
nodevs dont get to see this world

Name a single game that
1) Is good
2) Has at least 2 hours worth of content (aka you still see new stuff 2 hours into the game)
3) is made in less than 3 years.
Bonus: The game sold over 50k

>then I should make at least triple of what I expect
monolith took 5 years right?

Threadly reminder if you're not making a game, YOU cease to exist

cool animation but where's the game?

I recorded how I do ascii art.

Sorry for the shitty quality.

Faster than Light was made in 9 months.

Should probably specify a game made by an indie team or solo.
There are plenty of AAA games that would fit this.

Older games had more time to sell it's natural for them to have more sales. It doesn't waiting some time if it pays off eventually

What % of my portfolio should I allocate to Japanese bonds?

I need my sales now, my rent is coming up next month, not in a year when my sales get good.

Monolith made some pretty big mistakes if their plan was to make money. It's too hard (cramped fast paced bullet hell levels with confusingly chaotic bullet patterns), so only a small niche will be able to enjoy it properly. The resolution is also shit, it looks neat as a retro aesthetic at first but it's like looking through a gameboy screen, you just don't see as much/clearly as you should.

in 5 years any game concept can potentially go from fresh to stale.

>What is Owlboy?

>tfw after 2.5 years on twitter and constant updates you still have less than 200 followers

h-how does this work?

Googem has lost since he has never tried.

Don't be like googem.

post twitter and we'll answer

Every game by looking glass and arkane

Back to devving game after dicking around with shitty sprites forever. Much funner than drawing

Should or released a years ago then. You only have yourself to blame

>post twitter and we'll bully

I'm onto you user.
You can't trick me.

>doesn't want to shill his own twitter
this is why you have less than 200 followers after 2.5 years

AGDG should be renamed to Salt General lmao, goddamn

>Faster than Light was made in 9 months.
it's also kickstarted.
so it's not fair to compare it with others

shilling among developers is breddy useless though.
Unless you are retweeted by someone like notch you'll never leave the circlejerk.

We should add a rule that every post need to be followed with a pic of your game. That should curb shitposting.

>gaining more followers is breddy useless though
this is why you have less than 200 followers after 2.5 years

>shilling (...) is breddy useless though
this is why you have less than 200 followers after 2.5 years

holy shit
who comes up with this crap

I wish I had a large company to make my games for me.

Start by posting your game along with that
Oh wait

"endless night" is okay, but "you are not the main character" is indeed stale as shit

How does it being Kickstarted affect the development time?

Well i mean it's not like I haven't tried that.
I'd even say it's one of my biggest problems that I can't find actual communities filled with potential players instead of just people who merely take note of development details.

I have threads in several indiedev forums but how many people really read those?
You got like 10 original posters per thread, over a couple of boards.
Even if every second had a twitter account it wouldn't really help much.

In fact, you'd probably end up with exactly the amount of followers that I currently have.

>"endless night" is okay
>make whatever game, then add a dark blue background with a light yellow circle for the moon
WOOOOW

Why don't you just draw regularly and then use a ascii art generator

Or is there a legal issue in using them for commercial products?

I think it looks more iconic when it's hand crafted. I can't draw anyway.

Ah, I see that you are a brainlet who can't think of anything beyond surface aesthetics.

you can exploit half of the themes like that

If you aren't going to post your twitter than no one can help you.

>You are not the main character

What's it gonna be about?

Also please provide trigger warnings for the irregular grid thickness on that fence texture.

>born lucky

Imo, this is a bad way of looking at life. You being born isn't some random act, you are part of a line that existed countless thousands of years before you. If you are born rich, it means your line was very successful for whatever reason.

When you think that you just randomly were born to your parents and that you could have just as easily been born a crab or a flea, you're ignoring that your birth was a deliberate action on the part of your parents. You're just looking at your birth from your perspective, not the perspective of those that gave life to you.

Can't you formulate an abstract piece of advice that is applicable for a broad spectrum of underrepresented social media outlets?

Or at least make some funny agdg-typical remark so I feel a bit better?

pls

...pls hlp

its a mobile game isn't it

Your game's art is shit, is the most likely cause.

>its a mobile game isn't it

I may come to /agdg/ begging for advice on how to be popular but I'm not that desperate.

???

Fair enough. Your art seems like it can get its message across

I'm very new to webdev but I'm quite okay with programming, I mainly work with c++ and embedded systems. I'm going to have lots of freetime and I want to tinker with some 3d games of sort, would you recommend an engine, a good library or bare metal openGL?

Also, does anyone use Godot for 3d?

Godot's 3D is pretty lame in the current version but it's getting a complete overhaul in 3.0 so that might be worth checking out.

Godot is good if you don't want high end 3D.
Godot 3.0 has better 3D though.

I use libGDX..
Do you use Box2D and Tiled?

>tfw you'll never make a game half as good as CDF ghost ship

Niko was already been created.

>there's only space for one cute animal character

No one is cuter than Niko.

>he doesn't want the night to last forever
smugluna.jpg

did you have a close look a this part. this part is key.

// perform collision detection & response, on each axis, separately
// if the koala is moving right, check the tiles to the right of it's
// right bounding box edge, otherwise check the ones to the left
Rectangle koalaRect = rectPool.obtain();
koalaRect.set(koala.position.x, koala.position.y, Koala.WIDTH, Koala.HEIGHT);
int startX, startY, endX, endY;
if (koala.velocity.x > 0) {
startX = endX = (int)(koala.position.x + Koala.WIDTH + koala.velocity.x);
} else {
startX = endX = (int)(koala.position.x + koala.velocity.x);
}
startY = (int)(koala.position.y);
endY = (int)(koala.position.y + Koala.HEIGHT);
getTiles(startX, startY, endX, endY, tiles);
koalaRect.x += koala.velocity.x;
for (Rectangle tile : tiles) {
if (koalaRect.overlaps(tile)) {
koala.velocity.x = 0;
break;
}
}
koalaRect.x = koala.position.x;

that's for the x movement, you do the same with the y. i'm too tired to explain it to you tonight but key to pixel perfect collision is the for loop, look it up. study it and how it's applied here.

Historical yakuza in sci fi setting (dungeon crawling w/ paper marioesque combat)

>it's a 2D sprite platformer with a dash mechanic episode

>it's a 3D model puzzler with a dash mechanic episode

posting superior cute

When is the next jam?

I'm making a RPG and don't know how to handle turn order
Give me ideas

"speed", "agility" or "dexterity" attribute

we're working out the code for the fair scheduling of dev duels