/agdg/ - Amateur Game Dev General

Just like make game 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
Weekly Recap: recap.agdg.io
AGDG Steam Games: homph.com/steam
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 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:

drive.google.com/open?id=0B_HVzAWRXFhgODRaeWx1ZDFlcDA
clyp.it/qwuisj5y
youtube.com/watch?v=GXz0I7j4ZsA
soundcloud.com/agdgost
twitter.com/AnonBabble

...

if i plan on painting all the texture work directly on the model in the modeling software, do i still need to concern myself with a good uv unwrap, or can a shitty automated unwrap do the job?

JUST LIKE MAKE GAME!

>computers will replace artists and programmers in the near future
>idea guys will be the only one worth anything

yes, especially so in that case.
bad unwrapping can lead to stretching and loss of resolution.

good UVs are almost always important.

If you're fine with having seamlines everywhere or have super high res textures you will indeed be fine yes.

Turns out the game looks better without he outlines (I think).
Also made a couple of new assets but nothing code-wise, too tired for that.
Still no idea how to make this fun

Last update till I find a programmer and get some new gameplay to show off.

>or can a shitty automated unwrap do the job
the blender auto-unwrap is amazing and if you get weird UVs you can fix it easily with some minimal effort

define "near future"

...

>he's literally an artist looking for a programmer
do you have any idea what the gameplay looks like?

>when you are doing some mundane shit and suddenly an epiphany hits you

kind of conflicting answers, but i appreciate it user. ill give it a shot with the auto unwrap anyway and if its clear it doesnt work out, then i know for sure.

do you have a comparison?

>white wolfs

I'm releasing the demo for my 2.5 twinstick space pirate shooter. It's not really ready, but I'm at a stage where I want to get feedback to determine whether this is worth continuing or not.

It has 2 missions and an overworld that links to the same placeholder wave mode, until I add more missions.

It's available here: drive.google.com/open?id=0B_HVzAWRXFhgODRaeWx1ZDFlcDA

Damn that looks great, I don't know what it looked like with the lines, but this is good. I kind of wish it had cell shading though, something about those gradients on your solid colors rubs me the wrong way.

There's a good bit of gameplay in already, its just old stuff though.

Yeah, generally outlines in 3D games look bad.

>post current progress on game
>gets called ugly and boring
>told art is like toddler scribbles
>called out for being weebtrash
>say animations are fucking terrible
>have only spent a week working on the thing
>no one provides any constructive criticism just insults all the placeholders
>comments as if it's the final and finished product

Why do you people do this? You do realise you sound ridiculous, right? It's infuriating to read comments about progress on a game that I already know I need to work on. Just because I didn't change what you said I HAD to change doesn't mean I don't have any plans to do it after being told multiple times. I'm just working on other things I know I can get done much easier so it feels like I'm making steady progress otherwise I'll get disheartened and think my game isn't moving forward.

Just a heads up, if you hate something about someone's game try asking them why they did what they did or are doing what they're doing before flinging insults at them without having anything positive to add. I'll listen to people who question my motives over those who say my game is garbage on a daily basis without telling me why

Why are you expecting anything but shit from a Veeky Forums on Veeky Forums?

this post is just too short to be copypasta, add another 2-3 paragraphs and some reddit spaced lines and i might repost it

Here's how it looked before, though I also played a bit with ambient occlusion and bloom.

>thinking jelly no devs will give good criticisms on something they have never done

Post progress though.

>waaaaah why cant i have a game dev safe space waaaaaaahhh

Son, the people playing your game will be every last bit as harsh. Grow a thick skin or stop fucking asking for comments if you can't handle them. Of course most people won't be constructive.

trying to get into 3d

how long should i spend modeling a cat's face and how many iterations should i post on /agdg/?

what do you post progress for? just to get your dick sucked? kill yourself

2-5 hours, model the whole cat, and 2-4 times

Toughen up or quit now. Its going to get much, much harder.

Have you tried only outlining certain models? It could be like in old cartoons where the static background is a painting with no outlines, but all the characters and moving objects have outlines.

>Son, the people playing your game will be every last bit as harsh. Grow a thick skin or stop fucking asking for comments if you can't handle them.
Pffffhahahahahah

Remember that if a camera angle doesn't work out that well, you're pretty much obliged to change the room's physical structure, because that's what makes a scene good. You don't design a room before considering camera placement. That's never going to look good

I WILL MAKE A PLANT GIRL CASTLEVANIA AND THERE'S NOTHING YOU CAN DO ABOUT IT

ok, should i ever texture or just post blender renders that have no in-game relevance?

Don't laugh at your father like that.

if you can't handle very harsh criticism i don't know why you're posting here expecting anything different.
also stop caring so fucking much about what people in these threads say. half of the people here aren't even devs.

if you're catering your work towards impressing /agdg/ you need to take a step back from your computer and re-assess yourself.

It's up to you how long you spend on each portion and how much you post. But the important thing is you iterate and practice the whole pipeline, from modeling to animation to putting it in-engine. Practicing a specific aspect (busts say) is fine, but only in a context where you're practicing making whole, usable models, and not putting off the harder parts.

It's the same philosophy that says "finish a game even if it's shit before moving onto a new one".

I love the artstyle but damn, making that game fun is going to be a pain. You might wanna make little red riding hood a bit more lewd so the player is a bit more distracted from the gameplay

I tried it just now but it doesn't look very good imo, the characters just clash with the background and the flaws of the outline detection are much more evident.

I'd rather drop the game than making it lewd to distract the players from the gameplay. No thanks.

Good for you

Then you better hop to it on making your gameplay engaging.

Holy shit, just randomly clicking rating on LD games without playing them saves sooo much time, i can't believe i haven't been doing that since the beginning
Plus when i give everyonme 5 starts it will make everyone happy literally win/win

Saved, but I won't promise anything. Thanks!

damn this is what i was talking about yesterday
good critique

Asking again, Since I already know c++ and java, should I go for Unreal? Or go for Unity because it's easier and learn C#?

You know people do the same exact thing to you, right?
LD ratings have literally zero meaning. The only thing that matters is that you completed a game.

Yeah, problem is I don't know how. All my games are like this unfortunately.

Java and C# in Unity are basically the same so you won't have trouble with that. I very much prefer UE4 personally.

honestly, you could make the game "educational" and sell it to moms

May I know why you prefer UE4?

>mfw board to bits (kinda famous gamedev youtube channel for unity stuff) started following my tumblr

>ratings have literally zero meaning
t. salt

Both C# and C++ are competent real languages, and you can learn either one. Decide based on the engine and not the language.

I prefer Unity and it has a wider userbase so you'll get more answers to your questions, but the choice is yours. Install both and make a 2 week or 1 month game in them.

How do you stop procastinating and going back to old projects?

>may I know why you prefer a Ferrari to a beat up honda?

clyp.it/qwuisj5y

I'm not salty, I have very high ratings, and it means nothing.

Well, let's take a step back and look at the main goal of your game and the base mechanics.

I made a block so that the player can cancel out enemy attacks.

1.make the wolfs easier to detect you

2. have them run after you, and you can run too to make the game fast paced

3. have riding hood do some free running/acrobats

Actually a good metaphor. For 95% of people 95% of the time the Honda is fine.

>I have very high ratings
Okay ranked #438

parry or just block?

Yes, but nobody knows that their ratings are fake so it makes them feel good, which is great

I see. Thank you.
What makes UE4 a Ferrari and Unity a Honda?

Free-Half-Full Action or Action Points for turn based combat?

Today I am going to try some new libraries

The real feedback is comments, especially the negative comments that indicate that they actually played the game.

>salty dev who didn't get anything out of LD crying
Relax you can always try again in 3 months. This rant about ratings not being indicative of anything is sad.

Mostly the quality of the editor tools.
Unity feels like anything which isn't absolutely necessary was just left out for you to then go buy on the asset store if you want it. I didn't really notice before I used UE4 but now I'd struggle to go back.

You import a mesh in Unity and then that's basically done.
You import a mesh into UE4 and you can use the collision tools to automatically generate or hand make colliders, automatically create as many LoDs as you want, vertex paint either the mesh itself or instances of the mesh in the scene. And that's not even going into the bigger stuff like the material/particle editors.

I'm not 100% sure about their definitions, but I think it would count as a parry since I throw the players aim off after each deflect.

I got movement working so you go slightly slower backwards than you do forwards.

I think adding a "turn rate" will make this feel unresponsive, but I think some kind of acceleration-deceleration might help. I'll have to see the actual gameplay first, I suppose.

My next webm will be less shit I promise

Turn off internet on you computer and only use mobile data on your phone in case you need to search information.

Do you have any concept of proportion?

youtube.com/watch?v=GXz0I7j4ZsA

Oh. Well I need to research more then. Thank you

Can I ask what genre you're making? When I tried UE4 I liked all the tools and the whole thing felt more polished than Unity, but the tools were made for a specific purpose. I found unity more hackable (admittedly, I was using blueprints and not C++).

This was meant for

Nope. I often read couple of the comments and copy the negtive shit into my comment to make it appear real without playing the game

Good for you, you take shits in the middle of public gatherings. Stop acting like you're clever or somehow sabotaging all of LD for everyone you retard. Believe it or not most people aren't brain damaged like you so any amount of shittery you pull is offset by proportionate honest feedback and voting, because LD still has enough hundreds of devs to float the riff raff like yourself
>implying you've ever made a game in your life.

>plan out today's game dev goals last night
>wake up
>sick, cold, and heavy-headed
God damn it. I'm not going to just quit until I'm better but the next few days are going to be so much more rough, especially since a big part of the plan was to sniff out and fix bugs.

looks much better without the outlines imo

I'm gonna shill myself again. I'm interested in making a soundtrack if anyone needs one. I was working on another project but it might be dead. I have no idea. Here's some stuff from it.

soundcloud.com/agdgost

>the plan was to sniff out and fix bugs
>got a cold
>can no longer sniff

This nodev is really bent on spinning fantasies about ludum dare. He must still have PTSD from seeing all the dev.

City builder

I never really got the 'specific purpose' thing, I've made a few very different things with it and never run into barriers.
Like those people who insist every UE4 looks the same when Dragon Ball FighterZ exists.

>
Pfffhahahaha

clever.

This is pretty sick, damn. I'm just starting out but I have a lot of non-gamedev programming experience under my belt, and I'd be pretty interested in working together on something.

You want my email or some shit?

Hey, thanks man, I appreciate that.
You can email me at [email protected]

Sup /agdg/
I need to make money. Any mobile game idea?

>[email protected]

I'm slightly annoyed that you own that email

findom sim

What should I name a VR game about building a wall against Mexico?

There are two other games called The WALL and Trump Simulator VR so I want to avoid something similar.

Finish it

chinese driving

make something that's actually fun.

have you been nodevving that long?

>I need to make money

Make porn games and start a Patreon.