/agdg/ - Amateur Game Development General

Art for art's sake.

> Previous Thread
> 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

> Play AGDG games on Steam
homph.com/steam/

> Helpful links
Website: tools.aggydaggy.com
Weekly Recap: recap.agdg.io
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 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
fantasymusica.org
freemusicarchive.org
freesound.org/browse
incompetech.com/music

> How into .webm
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter

Other urls found in this thread:

zdoom.org/wiki/WAD#Header
youtube.com/watch?v=W7v7avqqzh0
youtube.com/watch?v=VRPln502FO4
twitter.com/SFWRedditImages

firsties

making a convenience store

i like the jagged low poly flat shaded look

OHH YEAAAh
OH YEAAAH
OHYEAAAH
get excited

Why do you always do this to the OP?
Why is previous thread at the top?
Why is the homph link not next to all the other helpful links?
Why did you make the previous demo days and previous jams take up more space

I even added the extra shit you wanted in the OP to the nicer looking format and you still use this shit.

>being depressed because I'm not gonna make it
>be depressed because of my own expectations
>give up
>but now my life has no purpose, no passion, no emotion, nothing
>get into college to study CS
>realize I can get a normal easy boring job and then do gamedev, art, writing shit, music for fun without having to make money off it
>a big weight is lifted from my shoulders
>life has a new meaning
>depression is gonne
>everything is nice now
>even enrolled in the gym now
Daily reminder you should not make money off your passion.

>games removed from steam

I was thinking of making my own wads for my game. I'm not using the doom engine at all, I just thought wads seems a simple way to store game data.

The specs are here and seem simple: zdoom.org/wiki/WAD#Header

Can I do this, or does Id software have a patent or something on WADs?

is steam finally culling all the trash?

previous link at the top makes sense, it's the most clicked link for anyone who isn't new here

made these drone type enemies out of parts of theonians models. they're going to have arm behaviours that grab the player and toss them/fly around.

doom engine is open source. just read the license on id's github. it's MIT I think.

this

It doesn't look all that convenient to me.

i'm making a stylish action game as an animation portfolio piece/for fun. i need weapons that i can add to do flashy shit with while animating.

any suggestions?

>make a reply
>there is no content
>just a single word
>basically an upvote

kys

>Why do you always do this to the OP?
This is the one I have saved. It's a matter of convenience and laziness, not conviction.

>Why is previous thread at the top?
Because a year back people told me to include that link and I haven't moved it since.

>Why is the homph link not next to all the other helpful links?
Thematically it's a "play our games" link. "Play Jam" would belong to the helpful links too if we follow through.

>Why did you make the previous demo days and previous jams take up more space
That's the way it was and I haven't changed it. Laziness. And it's not like space is at a premium in an OP that barely anyone reads anyway.

>I even added the extra shit you wanted in the OP to the nicer looking format and you still use this shit.
You almost hurt my feelings. Almost.

If the OP matters to you this much, don't wait for me to make a new thread at 790 posts on page 10.

>NieR:Automata on meth.webm

I like how the drone pushed the player down the hole, made me think of post-apocalyptic slums for some reason.
Level design will be critical in your game I think.

>tetrachrome ded forever

nunchucks
Also I'd be interested to see those animations.

kusarigama, nunchaku, tonfa, katar

youtube.com/watch?v=W7v7avqqzh0

reposting from last thread

anybody experienced with unity how a way to alias a render texture more? for the render texture i have the resolution at 64x64, antialiasing off, point filtering set, mipmaps disabled, and the color format set to RGB111110 Float since it provides a little more aliasing.
i dont know what else i can do to make it less blurry

>Licecap doesn't want to record too far past 30 fps

Whatever, I just (mostly) finished my third enemy type and since its the first progress in like a month I'm sharing.

The quick lore is that these enemies are the possessed hearts of sacrificed members of the same cult you were in, stuffed in the hood of their robes. The power of the possessors turn the heartbeats into huge bursts of air that allow the robe to hover and do the pulse move. Right now I just have them turning directly into the heart when you hit them, I'm gonna draw up the heart actually flying out of the robe later.

They're the biggest dickpunch in-game, as they're the only enemies who can deflect your fireball, and the only one of two (planned) enemies who are affected by your usually defensive pulse move. I intend to use the other enemy first, and intend it (some kinda flyer I haven't designed past its lore) to be something that you'd use your pulse reflexively and defensively against (Like a bird going for a fast swoop), to clue you in that some enemies ARE susceptible to your pulse, though most still aren't.

unity ?

i think I'm finished with this, any objections before i send it to animatorman?

Does this help clarify my point?

>feminine hourglass figure

My one nitpick would be what appears to be a blank white pin-on button on the beanie. Otherwise it's good. Are you planning on adding a detail to that later, or what?

He's a fruitbooter, faggotry is a given.

his game looked so good, too. i don't know if he ever made a followup to those posts.

will look into how these handle, thanks. i'll post progress if i come up with anything in a few days.

ya

that's going to be the general aestehtic of the level design.

ah, i finally understand what you mean. i think. you're saying to render a text object on top of the render texture object.
im not sure how i would get it pixel perfect though, since scaling the canvas or setting the text size doesn't affect the text resolution.
unless after all this im still not understanding you properly.

Chick has no ass

I moved some stuff around. Got my new dialogue system working.

I see you took our advice on the colour mess, kudos

WHOOPS posted the WRONG screenshot

>you're saying to render a text object on top of the render texture object.
Basically. The aim is to decouple the HUD/UI (Text, life bar, crosshair) from the gameplay view (gun, enemies, walls etc.), so that when you scale the gameplay view to be 64x64 for your render texture, you don't affect the HUD layer. The HUD is then another texture overlaid above the gameplay render texture, but using a resolution that is already at the correct size. This would mean making a 64x64 texture, that you then scale up using nearest-neighbour to fit over the final size of your gameplay render texture.

I love how the drone drag-rapes you off the edge and you land on a random beam able to fire upwards at your attacker like it's the opening to the matrix. I love spoopy drones trying to push your shit in

Spatula, western sage grouse tail feather, the statue of liberty (actual size)

Yup, looks good then.

JET SET

JET SET

JAY ESS ARR

JET SET RADIOOOOO

what's the difference between the free version of Game Maker and the pro version anyway?

Britbongs never saw that scene because numchucks are banned there even when they are just light projected in a theater

15 sprites vs unlimited sprites and other such restrictions.

For GMS2, the free version is gimped in ways that mean you can't even properly test the engine.

Would an open world game be possible in the doom engine?

Free GMS1.4 was pretty fucking good as far as restrictions go, but I don't think you can get it any more. They went back to stricter restrictions for GMS2 'cause yoyo is fucking retarded.

>create executable
>no
Holy shit

Does the pirated version still actively ruin the assets?

That actually seems like the most defensible restriction to me. You can at least make an actual game that uses more than 10 scripts

Pretty nice

>free version(or maybe it's pirated, I can't remember) 1.4
>none of these limits

Does 2.0 even have any really good features that 1.4 doesn't?

I'm just gonna start asking you a bunch of questions because apparently I'm retarded I guess.
Right now I have 3 cameras. The game camera (what is shown on the TV minus the gun and its effects), a gun camera (so that the gun model won't clip into walls), and the main camera (the one viewing the TV). The HUD's screen space is set to the game camera. The render texture is sent to a 3d space canvas that is placed over the tv screen. The HUD is literally all text right now (even the reticle, which is just "o").
Now if everything was made of textures, it would be no problem. I could just make my textures at a 64x64 resolution. But since everything is using Unity text (Textmesh pro actually since it's not blurry like Unity's text), putting it on another layer and rendering it on top of the render lay wouldn't make a difference, since it would still be scaled exactly like the render texture, right?
So I guess I don't see the point of rendering it separately from the game in this specific case. Either way it's being filtered so the end result shouldn't change, yeah?

if it wasn't restricted insanely in every other regard, sure.

room editor is better
that's it I think

You forgot the sprite editor that can edit animations while they run!
That feature is super retarded and I don't get why it would be shilled so often.

When you are in game ? Because else it's just a bad aseprite

>Executable Creation
>No
holy shit they went full goy

That's the exact opposite of full goy, you fool.

They really did shoot themselves in the foot, didn't they? Godot is now the clear superior choice for 2D games.

i think they're too cute to be threatening.

>I'm retarded I guess
Not necessarily, I made assumptions that I shouldn't have made.

>gun camera
Good thinking.

>HUD is literally all text right now
As a personal preference I would avoid text whenever possible. What you could probably do though is using a specialised lowres font. Could be that such a font works nicer with the scaling.
The thing with setting the HUD's screen space to the game camera would mean that the HUD is affected by everything that affects the game camera. Maybe if you made a fourth camera for the HUD that is mapped to a second canvas (if transparency works with this), you could scale it differently? If you used a 3x5 pixel font for example and could set the scaling filter to use nearest-neighbour, that might solve the blurriness.
I am by the way not an expert with Unity, so I'm sorry if I made you think I was a pro.

youtube.com/watch?v=VRPln502FO4
Starts at 1:20

well I was referring to the one you can get from the Humble Bundle
I know it's not supported but if it's that or a free edition of either version then which one and why?

I'm really relieved that most of this was just some miscommunication and not be being an idiot.
Yeah, I really should experiment with some more lower resolution fonts. Even though they would be scaled, perhaps they'll scale better. I'm not really sure. Right now I am working on a health bar which shows to scale infinitely better, however. I'll also get around to replacing the reticle with an actual image soon enough as well, which I think will help.
I don't think another camera is the solution to this problem, as everything is already scaled by nearest neighbor (point filtering). I think it's just a limitation of having such an incredibly low resolution (64x64 is absolutely tiny). If this was gamemaker or something which I have more experience, I would just create a font from a spritesheet which would be the correct resolution, but I don't believe Unity has that feature so I'll most likely need to just use symbols and graphical elements as much as I can.
>I am by the way not an expert with Unity, so I'm sorry if I made you think I was a pro.
No need to apologize. I wouldn't have given this stuff as much thought as I am if I didn't talk with you. So thanks, user!

Humble Bundle version is the paid 1.4 version.

I wish the Godot shills would shill something that actually has a chance of beating out Game Maker and Unity and the like, because there does deserve to be a good alternative that's an actual proper engine, and Godot is not that and it probably never will be

I know
that's why I'm asking what the difference is between the paid version and the free version

>something that actually has a chance of beating out Game Maker and Unity and the like
Any recommendations?

>and not be being an idiot
and not *me being an idiot
sorry its late

Good thing there's tons of engines and frameworks that you can choose from so that you don't have to blindly follow what engine war fags think.
Everyone has a different preference.

You can't get the GMS1.4 free version. People already told you what the GMS2 free version's restrictions are.

You are the worst kind of memer.

I wish I did

I just want to say that every video you post of your game makes me smile. I don't know why games with a heavy emphasis on physics appeal to me so much, especially if they are not engineering based. Do you have any plans for what the game will be like? Just a standard action game, any real direction for it yet?

How worth it is to ship games with asset data in binary format rather than standard text?

My binary de/serialization implementation feels like a stack of cards.

You can make a game with just one of all those things, if you wanted. Like, for Objects, just a switch statement in the form of something like

>switch(obj_switchvar)
>case 1: //all the code for the player character
>case 2: //all the code for enemies
>case 3: //all the code for walls, if you put code in your walls like a pleb

Shit like that is more than conceivable. Blocking the executable was their only counterplay, however I would guess that it would be rare for someone to actually do it in the first place, so fuck 'em.

This evil ship good?

>You can't get the GMS1.4 free version.
really? you can't download it anywhere? well that's good to know I guess
>People already told you what the GMS2 free version's restrictions are.
it's hard to believe that's all true

looks like an alien with bulgy eyes and :o mouth

a bit yonic for my tastes

>it's hard to believe that's all true
Someone posted a screen capture from their site. Verify it yourself if you don't believe it, you lazy cunt.

I'm not meming
I want something to come and unseat Game Maker and Unity as far as full-on engines for no money, but Godot seems bound and determined to have shitty documentation, shitty UI, and sub-par compatibility with different kinds of assets
it is the closest at present, I will fully admit that, but I want something with more promise, something with less baggage, something more refined

>you can't download it anywhere?
Not legally, at least. There is a cracked version out there, and it has been posted on agdg a cople of times in the past, but as far as I know is pretty buggy.
>it's hard to believe that's all true
Go to the website and check it yourself.

Seems like you never even bothered to use Godot and haven't been following its development.

I didn't say they were necessarily lying, I just don't want to believe they went that far

My bad.

I did, actually
I got most of the way through a tutorial (or halfway, I'm really not sure) and my code wouldn't work even though it was exactly the same as the tutorial code
I couldn't find anything in the tutorial, on the Godot site, or anywhere else explaining why it didn't work or how to make it work
trying to figure out how to use it on my own was like pulling teeth
again, they're the closest to a full-on engine that's free, but they're still so far

>used it for 30 minutes and gave up after failing to do a pong tutorial
>blames the engine
user..

>they're still so far

more like 3 or 4 hours
well then please, tell me what good games have been made with it

So when is the godot 3.0 engine coming? Should I download the alpha for some practice or practice in the old version?

What you said was
>they're the closest to a full-on engine that's free, but they're still so far
Which is wrong, because the engine works and games can be made in it and is also free.
What you probably meant is that it's not accessible enough for newcomers.

Look fun, now I wanna try it

2.1 for learning, 3.0 is pretty usable but it has no documentation.

my mistake
I meant to say they're the closest to a GOOD full-on engine that works WELL and is free

Very large snake scooting at incredibly hihg speed.

Having a bid dumb jelly fish in the background was a bit boring, and sine waves are the natural enemy of all space ships.