/agdg/ - Amateur Word Diarrhea General

remain vigilant and disciplined on your path to making video game and keep in mind that while it's likely you will never become a rich man because of it you enjoy the journey 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:

store.steampowered.com/app/115320/Prototype_2/
twitter.com/AnonBabble

Reminder that artists are more valuable than coders

my game is going to be famous

my game is going to be an olympic sport

source

...

how do I make a successful kickstarter so I can dev full time

marketing

Whoever is making th OP, you should put the recap website on the next one.

link me up famalam

I just bought the Game Maker professional on Homobundle but for some reason it won't let me login to the application. I tried to reset the password and it got stuck on the loading screen.

is anyone else experiencing anything like this?

only for you, famicom
recap.agdg.io
or you can link to last week's recap with recap.agdg.io/view?id=17074

>buying Game Maker 1.4
you fuced up

thanks

Man this would have been perfect if her facial expression changed at the right time.

but that's a mistake, user

Some distribution platforms will soon not support 32-bit applications anymore.

Guess what that version you just spent money on outputs?

quick, post progress !

Im so sorry

I don't have any

It was a 1$. I'm not looking to make professional games or anything really.

How do I make good animations without getting learning animating?
I'm working with blender and thought of copying free mocaps I can find online. Is there a faster way to do it? Or some pick with lots of resources?

FULLY

the devs hardly ever post on twitter either

Just post the last fresh progress you made, that one's from last night.

Use references. You can just set a walk cycle as a background image and "copy" it.
The step beyond is to tweak around and maybe exaggerate some positions/play with curves to get smoother results.

I bet they post all the good stuff to their circlejerk friends on discord

Bokube sequel?

I fixed the bug I had before (literally needed to add one single lie of code). One more bug I need to fix and then I can move to the next step finally.

Not much to write home about, I can more flexibly place enemies/NPCs down (was hardcoded before for testing).

Also I fixed a thing where all NPCs would have the same image because of a bug with shader shit...

You motherfuckers lied you said maths wasn't required in programming yet here I am learning vectors all over again

forgot the gif

It's not required if you're a unity asset slapper who doesn't actually program anything yourself.

I have my casting system implemented. Now featuring asset store particle effects.

Just placeholder until I make the AI follow the points, the default UE4 "AI move to" doesn't work on the Z axis for flying characters.

I've seen the previous post you made but I still don't understand what your game will be about. Is it going to be some puzzle kind of game ?

Seems like it would be less tedious with a top down editor.
You should fix the roof by the way, it's static when you move.

Math in programming is much less tedious than "school" math because you're applying it to less abstract concepts. I was awful at math at school but I haven't ran into any issues that wouldn't be fixed by some thinking/googling.

I'm not really sure how much these grabshot orbs should bounce. I think this is an ok amount.

>Seems like it would be less tedious with a top down editor.
Indeed, though that's trivial. I wanted the level editor to have a good visual preview of how it'd look in the game too though, so I did that first.
>You should fix the roof by the way, it's static when you move.
Indeed. Gonna slap in some alternate versions (or improve it in general anyhow). Glad you noticed it though, I'll put it on my to-do list.

Text depends on behaviour and skeletons indicate sleepiness.

>sleepy skeletons
Cute.

Haha yeah I know it's not easy to understand especially now.
Basically, two players make lines starting at the corners like I'm doing in the gif. When the line hits a flat wall or another corner that's already been used, the turn ends. At that point, the game checks over the squares formed by the line, the opponent's line and the walls, and marks them as that player's points. Then the other player begins their turn. The game goes on until there are no more usable corners.

It probably sounds confusing like this but in practice it's really straightforward.

Progress!

I get it. You should make the squares light up after each turn though, that would make it way easier to understand.

>fixed camera angles
dude

are you going to have old tank controls too?
that would deserve a DUDE

No no no start wrapping before it gets to the end of the line reeeeee

Mentioning this because I've seen too many games that release that way

Idea smiths, help me out!

If I would like to game in a visual style similar to Nier Automata's hacking sections (but not a shoot 'em up), what kind of set ups could I use other than "being inside a computer"? As I see when a game operates with abstract forms, they either say you are in a machine or a program (like Thomas was alone) or they say nothing and there's zero narrative (like 140).

Well yeah, I haven't implemented the actual score system yet. Once it's it, the squares will be marked by a cross of the player's color.

Progress
>punching works
>need to add dragonpunch style move (that can be used as double jump)
>need to add air kicks
>new originalâ„¢ character sprites

>There's an engraving of a helmet
>ahem
>There's an engraving of a [helmet]
Woah that's retarded as hell but also would make for an amazing spooky text effect. Specifically, it says one thing, but erases quick-ish and changes for another word.

It already uses tank controls, no worries.
Relax, I'm not gonna leave it that way. It's fine while the game is still in early development.

>castlevania style game
>but the protag punches the hellspawn instead
That's a good punch animation by the way

Ever get the feeling you're about to fall down flat on your face?

Magical illusions
Organic alien technology
Psychedelic hallucinations
Spirit walking
Flashbacks/memories
Purgatory

Cool idea. Will use it somewhere in the game.

no one wants to play as a fucking cube. just don't be lazy.

If you make it online multiplayer, it could be fun to be able to design what fills the squares you scored.

Add in some dash/punch like Slayer's mappa hunch/pilebunker in Guilty Gear. That move is too satisfying.

looks like he's searching for something really fast
also UE4's unit is centimeters, so you can easily convert that to km/h or mph, which is more indicative for the player.

>tfw ennio morricone will never make the OST for your game

>no one wants to play as a fucking cube
What if you give it a face?

>Add in some dash/punch like Slayer's mappa hunch/pilebunker in Guilty Gear. That move is too satisfying.
I was planning to add that. Probably ora ora too and slide kicks and shit.

Trying to get a sort of a rudimentary HUD thing going here.

Top left: Continues (team lives) counter
Top right: Score counter
Bottom: Supposed to be a small display for game messages (not chat). It's going to have a queue so the messages don't override each other.

Examples of messages: When you get a triple kill, it'll tell you what bonus score you'll get. Like so:
> +1000
Or when you pick up a special item that you need to pick up the whole set for it to function, it'll show you which parts you have colleceted. It's going to show up and fuck off in like 2 or 3 seconds. Like so:
>
Here you'd have collected the first 1 and the last 2 "parts" and the 2 in the middle still need collecting.

Pretty nifty, I think.

I was actually thinking of adding multiplayer somewhere in the future. Since the only thing that's decided by the player is where to start the line, there wouldn't be much code to adapt since the rest is done by the game itself.
The idea of choosing what to mark the squares with is pretty good too, I think I'll use it. Thanks.

Can we get a shoulder check in too? Also your protag looks like a cross between Simon Belmont and the dude from Shatterhand.
It's a good look

Ok, Veeky Forums ate my emjois.
There were supposed to be 1 star-outline, 2 fully filled stars and 2 more star-outlines.

>Can we get a shoulder check in too?
Yeah I think it's possible.

>Also your protag looks like a cross between Simon Belmont and the dude from Shatterhand.
I was aiming for that honestly. I own both games physical and I love both. I wanted to make strong looking character without being too over the top or ridiculous (I don't like original simon belmont design).

>shoulder check is possible
>design is an intentional cross between Simon and Shatterhand dude.
I look forward to seeing more of your progress, you mad man.

I don't have the attention span for college math and was shocked to get a C instead of a D in linear algebra but I have zero problem applying vectors to video game programming.
If I ever need to deal with integrals or derivatives I doubt those will give me trouble even though I needed to take calc 1 three times.

Programming math is easy because you don't have to memorize shit, you just have to know what the formulas do.

>Punchvania
I'm already loving this so fucking much.

>an absolutely shit ranged punch instead of a nice and long whip
i hope you know what you're doing

The punches might have a slightly bigger hitbox than what shows, plus if they come out fast enough and stunlocking enemies is possible, it should be fine

I dunno, make it like this and I bet you will have people fapping to it too.

What if you can later punch so hard that enemies takes damage from the shockwave the punch creates?

stunlocking enemies kinda makes the whole thing trivial. what he needs is a quick backstep

Backsteps have been done to death, and personally I'm sick of them, if anything, he should do a punch combo where the last hit inflicts knockback and punches enemies back.

Veeky Forums doesn't allow emojis for some reason.

Is this the long waited true sequel to [PROTOTYPE]?

I'd fap to Akeno even if she was a single pixel

Might be a network load countermeasure.

A-user, I...
store.steampowered.com/app/115320/Prototype_2/

How many of these does your game have?

>posted a few progress already
>nobody ever showed interests in it
is this a sign to give up?

literally none of them
what do i win

Did you ask questions in your progress posts?

Your dignity.

It's a sign you need to improve your shill game.

>RPGs
no
>cards
Only Steamâ„¢ Trading Cards.
>stats
no
>Gems
no
>webs
no
>online
no

Yes

none, but i've thought about adding that shit because it feels like every game nowadays needs a progression system to keep people interested.

That's just an alternate universe spinoff game.:^(

Don't be discouraged user, though it may be a little disheartening at times, remember that people don't know what to comment most of the time, but they still see your progress.

What do you have against RPGs?

Is this yours? It's looks good but I usually comment on games that fall into my tastes. Don't be discouraged through, as I said I can see it's being well made.

Not an RPG
No cards
Has basic stats
No gems
Will have a website
You can play online with friends and enemies

This ain't reddit, people are not going give you precious (You)s just because you posted here.

I was able to get the player to point his butt at the couch after a week of trying.

A score of 0/7

1/7

You're gonna make it

0/7

3/7

You're talking to a bunch of people who have played a shit ton of games and have also worked on video games. It takes a lot to impress us.

...

no that's not me.

and i'm not discourage completely.
i'm just thinking if i'm not gonna make it if my game/progress couldn't even get the slightest attention from around.
what chances for me to make it out there in the vast market without any marketing team??
and by made it, i don't mean 100k or 1m of sales.
I just want 10k of sales or atleast enough to get people to talk about my game.

>combined with the stairs of satan
I know exactly what he is doing, and it isn't cute or funny.

After I masturbated, making a porn game didn't feel like a good idea anymore...

Is that your game? Looks pretty cool.

>It takes a lot to impress us.
Those anime ladies that get tons of (you)s sure are impressive :^)

if your singular goal is to impress a bunch of idiots on Veeky Forums with your game then you should probably quit, because there are plenty of those people already in these threads.
but if your goal is to make a good video game, keep making your video game.

re-evaluate your priorities.

Clarent?!
CLAAAAAAARRREEEEEEEEENT!!!!

Anime ladies are more work than your pixel crap