/agdg/ - Amateur Game Development General

Stop wasting time on side projects 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:

triumphofthecosmos.wordpress.com/
youtube.com/watch?v=4vWzKA7omh4
gameprogrammingpatterns.com/
jasonpkgames.tumblr.com/
twitter.com/SFWRedditGifs

Side project is just another word for procrastination.

reposting

First time at /agdg/. Would love any feedback!
triumphofthecosmos.wordpress.com/
youtube.com/watch?v=4vWzKA7omh4
The vid is from yesterday and I think I showed off pretty much every feature available right now. I've been spending way too much time in the past week or two trying to align the planetary simulation with reality (hint: we don't have enough good planetary data). But I prettied up the UI and I'm going to clean/organize it next in prep for the unit spreadsheet/list.

I'm mostly inspired by X3, dwarf fortress, and EVE somewhat.

A good book for game programmers gameprogrammingpatterns.com/
There's a free web version

>(hint: we don't have enough good planetary data)
mind expanding on this?

hello I am cool hip indie dev. I make truly unique and original cyberpunk game with beautiful groundbreaking pixel art. the people are basically life like. plz buy.

Reminds me of legend of dungeon

Well if you go on exoplanets.org and play around with it a bit, especially try plotting any planetary attribute with the semimajor axis (the mean distance to the star) and you'll notice that we have almost exclusively planets that are close to the star. We also have very little data on the composition of planets, with some recent progress in atmospheric observations. But those are all from times when the planet passes in front of the star (letting us see how the atmosphere affects the light passing through) which is very rare.
'Hubble's Successor' the James Webb Telescope should be a LOT better because it's on the long end of the light spectrum which is where planets and really really far away galaxies are. Planets because they're relatively cold thermal radiation emitters and galaxies because of redshifting.

oh I forgot I have this picture too. I made it with plotly. All the lines and text are self made but the bright red dots are solar system planets and you can see the rest of the planets are pretty sparse on the lower end of the mass spectrum.
I'll post one of mass v semimajor axis too. You have to do a log scale.

Oh, I thought you were talking about planets in our own solar system, I was finding it hard to believe that millennia of astronomy data was somehow not good enough for your game.
But you're right, our current understanding of exoplanets is limited and biased as fuck for now.

Very early progress on the boat I'm making. Wanted to have it done by today but I had a late start on it and now I'm tired. You're gonna get to go inside it for one of the quests, not sure yet if it's gonna be actually going anywhere out in the water though.

I think I might include a checkerboard mode.

this one makes a face it's kind of creepy. I'm not sure why there's the horizontal gap of masses but I think the gap between near and far high-mass planets is because they only get near to the star from planetary migration.

yeah definitely. well despite your initial misunderstanding I will post literally all of my research because it's C O O L

pretty

this reminds me, is anyone making a sailing game here, there used to be many but I don't think they got anywhere

That's fucking cool. How do you even do the math for that kind of thing? Is it some kind of hyperbolic space projected onto 2D planes?

Get your feet wet, don't just jump straight into advertising here, man.

Post some progress updates first, post ONE link, etc.

...

I'm sorry for posting a lot I was excited. I have been working on it for several months and it's still not really playable still so I won't be whoring out again until it is I promise :)

what did he mean by this?¿

no one cares senpai as long as it isn't a literally finished game

The math got a lot simpler when I started using the hyperboloid model. There's a matrix that can be used to transform the origin from to a new point, and I use that and rotations for just about everything. The main shader would just be matrix multiplication if it weren't for the little bit extra it does for lighting.

Making the tiles work is a little bit more complicated though. They're actually stored in a 4d array because the topology fills 4d space. There's no border to the game area, but its not infinite because it wraps around in a certain way. Not the same topology as a pacman screen but similar in that you can walk in a straight line and end up back where you started.

What would you do if a high profile SJW harpy called your game sexist?

Good luck with that.

that ship (or butterfly ?) reminds me of the pkunk fury.

Amazing how the boundaries in you world seem to expand infinitely. magic ?

Capitalize on the attention by appealing to the counter culture.

So there was some question about the feel of lifting, so I redid the math to work with gravity a bit more effectively while also trading off the ability to shoot with the option to drop it in case there were some cases of too many modifiers making it impossible to lift. It will still depend on the planet's gravity though.

interesting to see another "space" game but with an entirely different focus.

Looks really funky, I don't know what all your plans are for it but trippy environments could be appealing.

I would be very surprised because my game is completely devoid of anything even remotely human or alive.

Ignore

>Come back to my project after a few weeks of nodev
>upgrade project to ue4.17 and some parts no longer work
It actually shows how bad my code was because I realised they shouldn't have worked in the first place.
Also changing my mc a little to be less chibi.

I thought it would make sense to have the ships look sort of organic to fit with the psychedelic nature of hyperbolic space. I'm worried it might be a bit too flat though. Object become smaller as the get far away faster in hyperbolic space, so I might need something more visible.

Those aren't boundaries, it's the sky. Every point in the sky is an infinite distance directly above some point on the ground.

that looks like a really interesting and fun core game mechanic. I hope you add a hardcore mode where the payload you're carrying is fragile and has 1 hp or even any hp. Also the payload needs a more contrasting color.

Before your game flops and you complain that it's hard to make it as indie dev, I'd like to let you know that while neat as a physics system, literally nobody likes doing that dangling heavy object carrying shit in games. It's always been a pain in the ass and unless you have a game changing idea in your back pocket then it's going to continue being a pain in the ass even if you dedicate a whole game for it.

----[ Recap ]----
Game:Elemental Knight
Dev:user
Tools:Unity
Web:jasonpkgames.tumblr.com/
Progress:
+ Working on the boat
+ Making a list of stuff I want to finish on that same day, actually keeping to it.
- Nothing really

DON'T LISTEN TO THIS GUY

This is triggering me from memories of shitty satellite tv games. Though yours looks responsive enough to be playable and actually looks fun.

Have you heard of Aurora?

It's a placeholder graphic while I test the idea, although I don't think I'll make it a fragile object (it's supposed to be an armored rescue pod) since it's just a side objective and a bit finicky.

It wouldn't be my first flop, I'd just be happy to finish a decent game again. This isn't the main point of the game, just an entirely optional method of getting points so I don't think it would turn too many people off if they don't like it. I could definitely consider making the capsule less weighty if people trying it find it too hard to be enjoyable though.

I took a lot of time tweaking it to try and get a good feel, and I keep having to make adjustments for each new mechanic or change I make, so I hope it feels responsive and fun when I'm done.

i like the butterfly, i think you should keep it.

>hyperbolic space

far out man.

Call her out on her kinkshaming.

that's really starting to look good

Just remember when tweaking your physics that fun > realism.

I have not. Just skimmed a let's play and it looks really interesting. I'm bothered by how overwhelming the UI is but the gameplay looks insanely in depth so I'll definitely check it out for ideas. I told myself near the start of my game that I was going to focus strongly on gameplay and not making it super pretty but I guess I still believe strongly in making UI's actually work for you and not against/apart from you. Not really much you can do once you reach a certain level of depth though I guess.

Yeah, as I've implemented new features I've gone through changes like gravity being much more gentle than it would be, a toggle on your thrusters to improve control on planets compared to speeding around space, extremely quick momentum/control recovery from being blasted away even by a huge explosive force like a meteor, etc. Deciding on how much weight lifted objects have will go through the same evaluations to find what's "fun" even if unrealistic since most of the game already isn't realistic as it's more of an arcade game than simulation. Maybe there could be variations in weight/reward.

btw I should post this as well:
two of the main gameplay mechanics that I hope to explore are the limitation of interstellar speeds to sub-luminal until late game and accurate-ish movement and sensing.
I don't know a single game that does the sub-luminal thing but it looks like Aurora might have somewhat accurate interplanetary movement and sensing, am I right?

To me it's the 4X pendant to Dwarf Fortress. It is extremely detailed (DF has you making crossbow bolts from every material available in the game, Aurora has you designing missiles from several components) but shares the incredibly steep learning curve and I believe the UI to be a major factor in this for both titles.
By using colors other than BSOD-blue and Eyegouge-green you are already a big step ahead.

your game is bad and you should feel bad

Your game doesn't exist and you should feel worse

oh it looks like movement is just linear like every other space game but at least there's some sort of sensing mechanic
Yeah this is actually really fascinating to see DF levels of details; it's great. Thanks a ton for sharing, makes me glad I posted.

Your game is ok and you should feel meh.

I can't handle this anymore

looks kinda cool. don't know if i can handle another space strategy game right now?

looks pretty cool.

pattern on ground and sea would be nice. looks neat.

Got a save file system on the way for Bokube, needs art but I wanted to go for the classic Nintendo meme of 3 save files.

I have only dev for a few minutes here and there in the last week because of broken vehicle and busy at work. But I have made some more game. It's not much but the player now jumps higher when jump button is held, breaks blocks, and mostly cooperates with a moving platform

I remember seeing your game before. Good progress!

This game exists outside of this dimension? Very good.

How many times do you need to have your name on the main menu? For fuck's sake

Who made this game?

some fag

benedict cumberbatch

No idea but from the look of it, a big faggot

Boku nodevo

fredrick conception game conception games conception games LLC Conception Games.

Well my studio is CONCEPTION SOFTWARE and my last name is CONCEPTION so kinda fucked?

...

delicious narcissism

Hes got more side projects existing as prototypes than you nodevs could even idea guy come up with in your heads.

It bothers me that there is one MARC more than JACOBS.

And how many finished games?

Where is your finished game?

And I thought I was bad with three.

>my studio

>tfw after publishing my LD jam game it got about 35 downloads which is nice but it caused my shitty unrelated old lewd jam game to get way more downloads
This is funny as hell, when i publish a game on itch it gets couple dozen downloads and then never any more ever, but the shitty 15 hour lewd jam game has been getting downloads for the past year every day and now i got a surge after the ld game and am close to 1000 downloads

Yeah, i'm definitely in the wrong game genre, makes me think how many downloads would i get if i actually made a lewd game with some effort in it

Where is your LLC? I bet you don't even have one. I bet you make game with no copyrights and trade marks. Enjoy losing your house.

I know it's fun to pick on Bokube, but it is progress time now.

Post em if you got em

This is why people degrade themselves into doing furry porn, because porn requires SIGNIFICANTLY less effort to sell.

>how many downloads would i get if i actually made a lewd game with some effort in it
Lots. The market for lewd games is constantly thirsty. Infinite demand.

>I bet you make games with
pffft thats too far these fags they don't even make game.

>answering a question with a question

hat's off to you for taking your pure autism and complete lack of technical skill and transforming it into a game studio

can't wait for your gdc talk in a few years

Just go to /aco/ look is the trainer generals.
Those horny bastards are hungry for lewd games.

Thats a shit LLC logo bokudev but now this thread is a LLC logos shill thread.

Post your LLC logos

>Sonception games

>Tonception Games
>Sonception Games
Why would you pick that logo? It has nothing to do with the title and together with that abysmal font destroys legibility. No wonder you need to plaster that name all over the screen.

You say that like if it's a bad thing.

*look in
I code as bad as I write English.
They're /weg/ and /stg/.

>Good games
What the fuck who states their own games as good right off the bat what a fucking loser seems like something goggum would do.

I am 95% sure there is a trainer general on /aco/.

Is it okay if you just sell other people's games? Maybe if you add a word denoting the game's age, even though you don't give a fuck when it was made or how good it actually is?

What the fuck is trainer general

Yes, it's called /stg/:
And they also have /weg/:
They fund anyone on patreon with good lewd stuff.

I SEE MONEY

It's the general where all the lewd trainer stuff is discussed.

How good are you at stealing art?

>mfw artist
>mfw can make games

>it's another 'I MAKE GAMES FOR MONEY' episode
Weird, I thought I was on the agdg channel, not the pgdg one. My remote must be broken.

making some progress on ai

You are a wealthy patrician and have a girl that you want to break mentally and sexually to create a slave. There are themed ones (Princess Trainer by Akabur which has Princess Jasmine from Disney's Aladdin) and ones that treat it as a business (Jack-of-Nine-Tails by some russian whose name I keep forgetting).

They are quite good actually.

>player stunlocked
ARTIFICIAL DIFFICULTY!

Why those sprites though?

Just downloaded Unity, what would you say is the fastest way to learn C# without falling for the course jew?

>doesn't want to fall for The Jew
>downloads Unity
Oy vey.

Unity's official tutorials
The manual
Microsoft's reference for pure C# stuff
Random tutorials on youtube and the forums

In that order.

>mfw artists
>mfw can make games
>mfw still too much self respect to do it

Do it faggot.

You can always use a pseudonym.