/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:

en.wikipedia.org/wiki/Rubber_duck_debugging
store.steampowered.com/app/421260/Militia/
steamspy.com/app/421260
blog.braingoodgames.com/
play.google.com/store/apps/details?id=com.Leif.Plink
twitter.com/NSFWRedditVideo

I didn't make enough progress to post but here's a tip on handling isometric tiled maps with height if you're interested, you'd think the most logical solution is to have a 3d array, but they made it in a simpler way on snes and gba.
The trick is to have a 2d array that contains height data for the top tiles, have a background layer that contains all tiles, and the foreground layer that contains only the tiles that would cover a tile/actor if it was behind it, now you only need to check if the two tiles bellow the actor's tile have a higher depth than the actor's, if so draw it behind the foreground, if not draw it on top of everything, this way you pretty much skipped dealing with Z depth shenanigans, the background can even be a single sprite and not even a tiled map and it'll still work, it's fast and memory efficient even gba can run it flawlessly.

source

Not enough progress in this thread.
Working on some backgrounds. It's cloudy outside today.

How many pairs of matching programming socks and panties should I have?

An easy way would be to learn what booleans are.
Next, learn about bitflags.
Why do people always miss the fucking strings

It's just a Mugen port with some OC characters thrown in

Not Karateman, he's just good to test stuff

How does AGDG feel about physically presenting your game at shows and shit

Looks good. Seeing space ships flying through a jungle like that reminds me of Jaburo from Gundam.

7
You DO dev every day of the week, don't you?

I'm an exhibitor at the Gamescom

Are you all trembling with jealousy already?

Literally just saw this game on youtube.

How does someone with absolutely no programming experience go about preparing to make their first project? what are some methods of improving in order to get to the point where you can make a small game?

I know that whimpdev and god is a cubedev did that and they recommended it.
I should do it too.

step 1

Am I right in thinking that a shapeshifting blob character like Meatwad would be an absolute nightmare to animate in 3D?
Maybe I just don't know enough about 3D animation but I can't imagine how it could be done without regular mesh swaps.

What the fuck am I looking at?

Choose an engine. Make pong. Then make break out. Then start on your dream game. Then realize making game is way harder than you ever thought it would be. Then spend two years making prototypes and game jam games to improve your programming skills. Continue to challenge yourself, always making a game that you've never made before. Then finally you can start on a scoped down version of your dream game.

the easy way would be to have a separate model for each shape, and then using a generic blob mesh with morph targets to hide the transition

Fresh progress for new thread. I think I finally nailed down pathfinding. I only need to make a special case for incomplete paths but that's a quick fix.
I'm so fucking glad it seems to be working fine.

not at all, I'd mix blend shapes/shape keys/morph targets (however you call it), and some basic bones for driving parts of the mesh.

learn C

there's a programming language called C?

I've heard of C# and C++ but are they 3 different scripting languages? or are they the same with # and ++ being over variations of C?

Thanks user. 08th MS team is a big influance in general, but especially for the jungle stage.

I don't know what this game is, but all those meters and icons with cooldowns lead me to suspect it's Euroshmup garbage.

Very nice user. Why raptors for the path nodes though?

user...

>not at all, I'd mix blend shapes/shape keys/morph targets (however you call it), and some basic bones for driving parts of the mesh.
Wouldn't this only allow simple shape changes?

obvious bait

>don't know programming
>how do i learn
>LEARN C
>ok what is c? is it a language like c# or c++? couldn't know.
>user...

alright, i'll fuck off and try to learn that shit i guess.

...

Do it with physics

Thanks for posting

you can tell whoever made this was a java programmer

LMFAO Jython, is that for masochists?

What are the simplest games I can make that people would want to buy that are feasible for a single guy to make in a couple months.

Porn games

>Very nice user. Why raptors for the path nodes though?
Thank you. Raptors are just the default setting for billboards in UE4 it seems.

I think if you had a high enough polycount you could blend between pure blob and blob with arms.
Then you rig it so that you move the arms with a specific set of bones.
When you're in blob shape you just leave them at the rest position.
The texture would be kind of a problem but there's probably a workaround.
I'm curious so I'm gonna try to see what I can do in blender.

Text based porn games.
Start typing boi.

no one wants to buy anything a single dude made in a couple of months

Porn games

>when you come to post a problem and you think of the solution just before hitting post

>Jython
What in God's name

en.wikipedia.org/wiki/Rubber_duck_debugging

this is like a level beyond
>nvm fixed it

Python interpreter on the JVM
The language is still just Python

risk of rain

Oh.
Good.

>RoR
>single dude
>couple of months

If you have the programming and design skill for it, abstract strategy games. The guy who made this did it in 3 months.

store.steampowered.com/app/421260/Militia/
steamspy.com/app/421260
blog.braingoodgames.com/

Make something simple but appealing. Good art is a must.

For example, I'm currently playing pic related. It's simple, free (with ads) and yet it's very nice to pass time.

> Talking to a sextoy

Looking for my gf dildo right now

That chart is actually really bad and has a number of errors. Ruby didn't influence Python at all, "LISP" isn't a single language, and there's no point mentioning B instead of Algol

What is the 'Followers' figure on steamspy?

It seems to have absolutely no correlation with owners

Oh boy.

the key thing it shows is that C influenced a large number of languages which is pretty much 90% of what real programming is done in today. If you know C you know them all.

It's the number of followers the game has.
Why would that be the same as owners? You can follow a game without owning it.

Just checked, it doesn't really work as well as I had pictured it.
Maybe instead make a couple rigged characters for each morph and use shape keys to switch between them.

>Good art is a must

Literally the hardest part for me, I'm doing a mobile game that's free with ads and making sprites that look good for that demographic sucks.

That's just what the C cult wants you to think
Nice try, C cult shill

Oh, I didn't know there was literally a follow button on store pages.

Back to devving main project.
Sigh, why is animation always contains such a great amounts of PAIN?

I am not fucking kidding not one single day goes by where I am not influenced by that game in how I am making my own

>you can actually do anything
>completely immersive no hud
>convincing AI for every character
>AI and physics create emergent behaviour
>complete ludonarrative synergy

Lewdonarrative synergy

Unless you're lolisim dev and you're working alongside Terry A. Davis there is no way you're completing that project.

Now I wish I'd played this game.

This isn't progress, but please check out my game and give feedback. Its pretty cool I think:

play.google.com/store/apps/details?id=com.Leif.Plink

Literally who are you?
If you want to shill try reddit.

if any of you are 3d modelers and your game somehow gets popular, dont you fucking dare let this kind of shit slip because it's infuriating to see bad topology like this on the front page of steam

it never went away

>whodev

>Updated March 9, 2015
What have you been doing for the past 2 years?

that's not how this thread works.

It seems to be so fucking common in indie memepoly games.

>it's my artstyle
is probably all they going to say, not even going to fix it in whatever shit they make next

jesus christ why would he put that in a promo picture

valve doesn't care in their own games why should they care about it in others?

>recommended because you played games tagged with: Singleplayer
So this is the power of Valve's new discovery algorithm

i honestly don't even mind the flat shaded low poly look. but bad topology, rigging, and weight painting can go to fucking hell

Not cute enough.

I am waiting for the recommendation based on me having an account on Steam.

>when non-artists try to art

I can't see what you mean. The arms look fine to me.

cause of rampant schizophrenia among programmers and game dev found

yeah but i bet it didn't age well

What's wrong with this?

>the game doesn't have PBR realism graphics therefore it didn't age well
Fucking millennials

how much money are you making by scouring this board every day trying to hurt other peoples feelings ?

well the textures are n64 tier, and I'm not sure it likes alt-tabbing very well but everything else is still unparalleled. It was developed with and for a WMO so it has full scroll wheel and middle click functionality. as far as I remember it has no noticable compatibility issues either. at least it didn't on windows 7. not sure about 8 or 10.

>muh fee fees
grow up

Fucking boomers

minimum wage thanks to Veeky Forums not being blocked at work

The smudginess of the textures and the really bad integration of buildings into the environment were jarring even on release.
However, the graphics were never the selling point.

I am a who dev, I sometimes do concept art for people here.
Just wanted some feedback on the first ever game I released.
Dont care about shilling, its free.

Been working on a number of contracts. Started a little software company.
Game dev got pushed to the side.

Lol, thanks for the feedback.

...

>Dont care about shilling, its free.
It's still shilling.

This thread is for game development, not being presented with finished ones.

actually i just read a thread about it on steam where people were discussing how great it'd be if they could have B&W 1 & 2 on steam.
Some users pointed out that though it was a great game for it's time they probably wouldn't buy or play it today :

-the user interface and controls suck
-though it was fun the game had it's share of annoying faults and bugs
-unbalanced

>not sure about 8 or 10.
Hopefully irrelevant, because no one here is enough of a sheep to use a spyware operating system.
Right?

What do you think about this method of controlling character in 2D platformer:
you move/jump with WASD and attack in 4 directions with arrow keys?
I set up controls like this when I played Hollow Knight(I don't have gamepad), and it felt really comfortable.

Prototype it and post the prototype so we can see for ourselves.

more and more games and software are requiring windows 8+. it's sad but unfortunately its happening

Fair enough. My game ain't perfect obviously, so getting feedback helps me with my future game dev.

So, while deving, posting progress isn't shilling. But as soon as the game is 'finished' posting anything more is shilling now?

it was really good looking on release. it had water reflection, bloom - tasteful bloom which was a god damn miracle in the early 2000's - hardware TNL, dynamic lighting, weather, trees swaying in the wind, destrucitble buildings, crazy draw distances with hundreds of little people running around.

>win 7 hasn't been dragged down onto their level
Do you really believe this?