/agdg/ - Amateur Game Development General

Same old shit edition.
> Next Demo Day 16 itch.io/jam/agdg-demo-day-16
> 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:

youtu.be/_ibZLkr6TM0?t=2m50s
twitter.com/AnonBabble

Let's start the thread in good term.
Progress Posting!!
Juiced the game up a little.
just need to have better camera control and screenshake etc.

But HOW do you make game?

it's simple, we install unity

Is it wrong to have too much fun making assets for your game?

dank

It's better than hating 3D software while making a 3D game

>Want to make a multiplayer game
>0 worthwhile ideas

it's okay, even if you had one and made a decent or even good game it wouldn't take off because of 0 initial players

I'm confused with how I'm supposed to use Godot

the pong tutorial has you defining the collision shape in the script, but can't I just use the editor and make a collision node?

...

Team-based First-Person Grenade-Throwing, with different kinds of grenades and different kinds of movement.
Not like you actually know how to make a multiplayer game, but just throwing that idea out there.

Do you faggots really think that flash was the epitome of indie games?

I think the current situation of games is better than 15 years ago, the only difference is most people are now trying to sell games and have come to the conclusion that indie games don't sell

perhaps the best time to get on steam and make a big buck is past us, but with legitimate easy-to-use 3d engines being available for nothing and extremely low bar for getting on steam indies still have it much better nowadays than before 10's.
just a decade ago pre-studio gm and clickteam's turds were the best tools to go with if you didn't want to fuck around with what /agdg/ calls enginedev now. if you told people you wanted to sell your first game, they would laugh in your face every time.

flash itself is hardly the epitome of indie. you could play these games in schools and shit without having to smuggle in pendrives or download anything, but that's pretty much where the upsides end - most of these were barely playable trash. downloadable games were usually superior, even if they didn't have the edgy cool factor that was so important in the mid 00's

i'm bac

flash devs didn't try to sell their first stick fighter for $9.99 on steam

multiplayer based games need to have an audience already before launching

I want to sell no effort $1 games now!

literally what I said

what if I made a game solely as an ad to my comic?

that's how anime work with manga

Hi /agdg/,
I took some ideas from a yesterday's mockup and decided to do my pixelshit like this.
Here's the question: how should I check collisions? I don't want the player (red rectangle) going into the background.
My current idea was to make a sprite with just a line drawn on it, set its collision mask to that line, make an object like that and place it on the map to set the boundary.
You can see that fat black line? That's it and it works. That's probably a bad approach, though - how can I do it better?

not at all. you said indie games don't sell. they sell lots. it's that someones first project that really should have stayed private doesn't sell.

You know, if Unreal's documentation just came out and said that 'objects' are instances, it would have saved me 2 weeks worth of headaches. Nowhere in the entire 'Casting' section of the documentation does it say this. The tutorial/images it uses to explain casting conveniently uses events that already have pins where you'd connect the 'Object' from the 'Cast to' node like 'Other Object' or 'Cast to Player character.' As if we only planned on referencing the player character or whatever the player character touched. What about for npcs? What about for other objects interacting with each other that are NOT interacting with the player or are not children of the player character's class? What about for making a floating healthbar on an npc? If this stuff were better documented we wouldn't need all these youtube and udemy tutorials. After 2 weeks of trying to decode the official documentation, it only took one sentence in one youtube video to clear up all my confusion. That objects are instances. This is ridiculous. And then people want to hide this information or not tell you so that you can figure it out yourself. Except that by reading documentation written by someone else already means that you couldn't figure it out for yourself in the first place so it's just hypocrisy. I already know what an instance is, but Unreal just decided to call it something else. That's not learning or figuring stuff out. That's bullshit. I just wasted two weeks.

The tutorial does its own collision system which is a good idea anyway since collision shapes only update every fixed frame and using physics for something as simple as pong is unnecessary.

Reminder this is everyone in this thread

and this is why you use unity

I don't like Unreal engine out of principle. They want you to pay 5 percent royalty of whatever game you sell forever. That's fucking insane. Not only do you have to pay shekels to Steam and the government, but Epic wants their share of the pie. Doesn't sit right with me

>mobile game dev

>write 90% of the code
>take 5% of the pie
>this triggers nodevs
>5% of 0

>giving 5 percent of your sale to soulless chinks who own Epic

>mobile dev

how about your write your own engine or use a free one instead of being a stupid faggot who complains about people getting payed for their work

>implying I'm not doing it already

>/r/gamedev.jpg

dat lil baby cute

I am happy to introduce:
recap.agdg.io
It's really bare-bones at the moment, but I have a lot of features in mind that I plan on adding in the future. I'll put a feedback/suggestions form on there so you can offer input if you wish. I'll also be slowly migrating all the info in the pastebins to the site, so those will be retired soon. I only have data for weeks 3 and 4 of July on the server. Those are the only recaps you can view at this time

Link to this week's web recap if you don't want to bother entering the code:
recap.agdg.io/view?id=17074

Also it should be mobile-friendly, but I only have one device to test it on. If anything looks off, let me know

----[ Recap Complete ]----
Congrats to Project K2 and Kick-in' for reaching the max score multiplier.
This will likely be the last image recap.

-------- Links
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy

-------- Feedback
Notice something wrong with your entry, score, or anything else? Let me know and I'll look into it.

Neat. I promise to start recapping my prototype next monday

Don't talk about my wife's son again

>being this much of a brainlet
whew lad

UE4 is the first engine I ever learned and I did not have as much trouble as you seem to be having. I think you are going about it the wrong way.

epic has more documentation, more videos, a fucking shitload of example maps that teach you how to use the engine while playing in the editor, they do a fucking training stream every tuesday and thursday.

oh and you got the fucking source code to look at

>feel like going back to old project, feeling confident that with my gained experience I should be able to finish it
>spaghetti, spaghetti everywhere
>game seems to work fine
>until I encounter that bug which was the reason I abandoned it
>can't find the solution
Fuck me in the ass with a spiky stick covered in chili peppers.

>source code
pretty much worthless unless you can dedicate a year to learn it

>more documentation
more shit documentation

Do you dev for you're waifu?

walking animation, dust motes and light rays

don't like the light rays

my waifu wouldn't like my game very much

On Android 7.0 and the latest Chrome, when I press enter the browser selects the address bar instead of entering the recap code. Works fine on my PC though.

Will the recap entries still be done in the thread?

Also some suggestions:
Calendar - typing down codes is annoying
Search by game - find all of that game's recaps, maybe with a calendar view showing which recaps it participated in

How does one make stairs in GM:S?

It depends on the needs of your game. But yeah, most of the time you'd just use the editor to create scenes which you then instance.

My fav dev created his own waifu and is doing a game for her.

I have never read a single manga in my life. Why would I ever read when watching the anime is better and faster

Which game?

angled rectangle if you're using physics

edited my npc portrait. made the eye sockets more sunken, added forehead wrinkles and made the nose more defined

any advice for changes?

Leah from Foxtail. I'm really hoping his game comes out even through it won't sell much.

PONCHOOOOOOOOOOOOOO

Your frame rate started an epileptic fit in that webm

The light rays are alright

I feel like every game idea that I want to start working on is just too ambitious.
Even a simple breach and clear game seems like such a massive challenge just because of AI programming.

Having fun working is healthy. Not having fun leads to hating your game.

pong

You could make AI dumb as rocks but add unfair advantages depending on the game.

It's what Civilization usually does.

most of the time the manga is long running and the anime only covers a few volumes of a series, for the publishers the manga makes more money and costs less

and most of the time the quality of the anime is shit compared to the manga, after all the manga is made in the vision of the artist. e.g Bersek, but there are exceptions like AoT

i had the editor open

i think the light rays make things look less sharp, compare with this webm

That website is looking good. You're the best, recapguy.

But I have no motivation to make something like that just for the sake of practice.

>most of the time the manga is long running and the anime only covers a few volumes of a series, for the publishers the manga makes more money and costs less
That's like the opposite of Inuyasha. The first part of the anime was slow as hell, then they rushed to finish it as soon as the manga finished.

Donkey Kong.

> wanted to make games
> need to do math, docs and excel spreadsheets to make games
> at least I'm having fun...

Progress

+ Came up with an XP curve
+ Items now have attribute curves that are nice and balanced
+ Items are all written up (mostly)
+ I now really understand how exponential curves work

Berserk's anime is a special case of retardation. It really looks like complete shit even without comparing it to the manga.

Much better than a few days ago

Thanks, I'll look into that. Probably should've put in a submit button.
>Will the recap entries still be done in the thread?
For sure. I feel that's for the best.
Also those two features are at the top of my list. I put in the code thing just as a fast solution, but will keep it there as an option

Very nice.

I like the poncho people. I also like the changes you made to the sword. Looks much better with the orange and the spikey shaped plasma sword.

Only thing I would say is increase the speed of the run animation or slow down movement because they aren't syncing up.

Making spreadsheets gotta be the comfiest thing in the world. Good job

the one with the orange sword is the older version...

Started on this, but never got it done. I thought she would look better with a fringe/hime cut, but I don't really know how to do that in pixel.

Also did something with the eyes and mouth.

In comparison, things do look better without the rays. Much clearer. Also the orange sword is way better than the old stuff. Keep the ponchos

It looks better than the blue stuff from the webms with the weird tall stick people

>giving 0% of your 0 sales game to Commie Venezuelans

Poncho people are cool. Light rays are fucking stupid because there are not even a cloud to make them appear. Save the effect and use it later when aproppriate.

Get out. Didn't look good at all. Orange sword and poncho people is aesthetically please.

Stick people and lightsabers was disgusting.

reduz is an argie you silly billy

I literally just said that

urgh fine
are you illiterate

Are artists just baseline more retarded than programmers? I've tried talking to a couple artists on stream and they're always super fucking retarded. The programmers/1MA's have at least been able to actually give reasonable answers and comment on stuff.

>Dislexia on a post by post forum

why are they walking like they would be dancing at a rave party

On the bright side, you could just recycle them into a sparsely used enemy

My bad. Totally misread that.

Gross, I mean I'm still going to use Godot but commie/socialists are literally subhuman.

>Are artists just baseline more retarded than programmers?
Artists are usually more emotional, since art requires emotion. Programmers are usually more logical since code requires logic and math.

you can't mock me for this because it's the superbrothers walk animation
why would i keep something subpar in my game

>you can't mock me for this because it's the superbrothers walk animation
I don't give a shit who else used it. It's stupid and doesn't convey that the character walks. It just looks like he's hopping from one leg to another.

That's not what the Superbrothers walk cycle looks like.
youtu.be/_ibZLkr6TM0?t=2m50s

Can we agree Unity is best for 3D and Godot is best for 2D?

>The meme never ends
>True game engines haven't been tried yet
>The players need to be kept in line for their own well-being
>Another one of Venezuela's non-exports
Truly Godot is a meme

>Godot
It's best for never making a game

not sure about those eyes makes her look sleepy but I'll try a fringe as I'm rejiggering the hairstyle

ok show me what a good walk animation looks like
i stand corrected

It's shit m8

Gamemaker, Unity or godot? For 2.5D?

>you now remember that THIS was used in the 2.1rc1 blog post

Pretty cool. Love that you've elevated your stuff from meme to walking simulator. Walking simulators are fine but is there gonna be gameplay too?