/agdg/ - Amateur Game Development General

Previous Thread: This is a thread for amateur and aspiring game developers and anyone interested in the field.
The OP you're used to is here:
>pastebin.com/geTiMLWZ

Even older helpful links can be found at:
>alloyed.github.io/agdg-links/

As well as a Beta-version /AGDG/ Website at:
tools.aggydaggy.com/#

- Use efficient and performant programming languages, such as c++, lua or nim.
cplusplus.com/doc/tutorial/
luatut.com/crash_course.html
nim-by-example.github.io/

- Learn algorithms:
coursera.org/specializations/algorithms

- Learn maths and physics:
khanacademy.org/math
khanacademy.org/science/physics

- Learn how to get the most out of your cpu:
dataorienteddesign.com/dodmain/
learncpp.com/cpp-tutorial/79-the-stack-and-the-heap/
fgiesen.wordpress.com/2016/08/07/why-do-cpus-have-multiple-cache-levels/

- Learn how to do graphics:
opengl-tutorial.org/beginners-tutorials/

NEWS:
• Upcoming Mechanoid Jam. It's not a competition!
itch.io/jam/op-mechanoid

• Final Demo Day Fiftee-minus-35 is complete! No one won. It was (Not) a competition.
itch.io/jam/agdg-demo-day-15

• The first ever Demo Day One-Six begins at some point between t=0 and t=?
itch.io/jam/agdg-demo-day-16

Other urls found in this thread:

twitter.com/JofersGames
twitter.com/PolykinDev
twitter.com/LKTheDev
sgtadman.itch.io/untitled-bullet-hell-game
takkongguy-blog.tumblr.com/
agner.org/optimize/
twitter.com/DwarfDev
khryse-dev.tumblr.com/
lmgtfy.com/?q=startup
twitter.com/SFWRedditGifs

Post a pic showing how gamedev progress is going today

a good game

>Use efficient and performant programming languages, such as c++, lua or nim
im glad nodevs make OPs because surely no one else will but maybe dont make it so obvious.

...

Even a nodev has a better chance of success than a talentless, worthless hack like yourself.

Does ANYONE here actually use Cryengine 3?

those cloud particles look too gross. reduce shadows or change shader on it.

Iv done it Iv made the best spark particle effect for saw blades.

not using nim, whatever that is

>arguing about tools
>when you could be devving instead

leave just small ones and angle them, this one looks like a roman candle.

I couldn't even download it. Cryteck launcher just cannot connect to whatever it should connect. Never had any problem with any dl manager no matter how shitty it was, but cryteck one is simply not working.

why do nodevs exist on agdg
can you all please leave if you dont have a game?

-------- AGDG Weekly Recap --------
Fill out the form to be a part of the weekly progress recap.
Submissions will be accepted for at least the next 36 hours.

----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

Site: recap.agdg.io
Last recap: recap.agdg.io/view?id=17083

hello /agdg/, i started remaking the jam game i did a few years ago, the one with the watering can, which i did post here about one or two years ago

for now i remade my first enemy, which now has actual pathfinding
the player goes faster than this monster, but the monster gets a 1 second speed boost if the player is close enough
A friend of mine made me a tileset so feedback would be great on that

that's true, right now they look more like popcorn

Nah you both are wrongo.

Its just the lighting on the level that has them be that color and bokudev is copying the cloud puffs in mario 3d world.

Why do you talk about yourself in third person?

Clearly I'm not bokudev idiot.

----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter, Photoshop CC
Web: hypertensiongamedev.tumblr.com
Progress:
+ Created particle effects for the impact of the warhammer charged attack
+ Added ability for an attack to spawn prefabs at any point in the attack animation

Sure

yeah. looks like 3d world one has no shadows and better shader / lighting. bokunopico's look too heavy.

>"sourceposter" posts his thread on page 5, an hour before needed, just so that you sheep will shill his op for him
>and you actually do.

would you be impressed if it wasn't your game?
having a sense of self-awareness is a good skill user.

also post webm instead of screen shots if you are gonna talk about gameplay

shit thread with shit OP tbqhwyfamalam

Reminder that a good game is 90% assets and 10% coding.
If your assets aren't good or you're just using all the free shit in the Unity asset store, your game will be shit. No need to learn C# too extensively, just make sure you know how to use programs like Blender, Photoshop and Quixel.

Who here HYPE for Godot 3? Is it the Unitykiller we deserve?

Is white puffs without shadows really better webm related?

I feel like they loose the 3D feel/look when you make them brighter with less shading and no shadows. I want to make sure people see the 3D but does this really look better?

----[ Recap ]----
Game: Un named top down game
Dev: Jofer (code) and Fresh (art)
Tools: Unity
Web: twitter.com/JofersGames & twitter.com/PolykinDev
Progress:
+ Players are sliced upon death

Reminder that a good game is 90% a skinner box, 5% making the player not realize it, and 5% code

i am not posting my GAME in a thread with such a TERRIBLE OP

Yes, absolutely

On the bandwagon.

----[ Recap ]----
Game: Negativa Poetica
Dev: Lintire / Template88, plus NeilOSG, 4cat, Superbastard for sound man the list goes on
Tools: Godot, Piskel, Audacity, Milkytracker, Fruityloops/Genny (?), Photoshop, some other shit.
Web: n/a
Progress:
+ Bunch of shit done. Entirety of first level either implemented or placeholdered. I'm not going to post the whole changelog, we'd be here a while.
- Local minimart started charging like twice as much for a 40 pack of Bonds, the pricks.
- The list of programs and people involved is more impressive than the game.

This guy gets it.

Lose the stars, they look stupid and make no sense

I'm ok with them when you move, but when you jump, those puffs look off. I keep thinking it should use a different texture, maybe same style but different shape, I don't know

----[ Recap ]----
Game: Sweet Fukushu
Dev: LK
Tools: Monogame
Web: twitter.com/LKTheDev
Progress:
+ Implemented inverse kinematics for the player and enemy arms.
+ Reworked the AI so they dynamically swing their swords towards the player. Also gave them the ability to dodge and block player attacks.
+Made so that the player can be cut into gibs too

It's been a light week. I'll try and get some stuff done today despite it being a bank holiday here. I'm gonna put off trying to fix subsystems until I build more of the game.

Also, Recap user, can you add the information about how to change the game's title into the info page on the recap site?

----[ Recap ]----
Game: Bullet Hell Lane Shooter
Dev: ADMAN
Tools: Unity, Blender
Web: sgtadman.itch.io/untitled-bullet-hell-game
Progress:
+ Working on a new enemy type
+ A couple of visual tweaks
- Gave up on trying to fix the wave generation system because every idea I had didn't work

Reminder that you should be writing your game in x64 Assembly if you want to beat the competition. Being about to communicate with the CPU directly will give you the best possible chance of optimizing your game to perfection.

for now it's mostly programmer art, tiles excepted, and i know i'm not a very good artist
for the monster's script and pathfinding, i'm pretty glad how it worked out

----[ Recap ]----
Game:Jappu -The heart of Karinna-
Dev: takkongguy
Tools: rpgm mv
Web: takkongguy-blog.tumblr.com/
Progress:
+ Finally decide game name
+ Finished 60% of the scenes
+ Finished all npc dialogue

Shit should be Jappu -The heart of Karinna-(demo)

agner.org/optimize/

*metallic clank*
Ouch

is the only thing that will be making godot better than unity is being MIT? it won't have such a big asset store, much less documentation/smaller community, and will be the >3d engine for 2d games

Maybe when they change the name to something other than goDO'H

Godot 3 will be 3D engine for 3D games

for *3 games

so no point jumping from gm to godot then hmmmmmmmmmmmmm

Nope, there never was.

There is a good reason to jump from GM to 2D Enginedev though, that is, unless you're trash.

Remember these guys

it wont matter if im trash if i have game

Back from vacation well rested and starting to make up for the week without progress.

----[ Recap ]----
Game: Petite Witches
Dev: Dwarfdev
Tools: Godot, Krita
Web: twitter.com/DwarfDev
Progress:
+ finished in-game dialogue system.
- put aside font creation for a time being

Question: given that RoR sold over a million copies, how rich is /ourguy/ Hopoo right now?

nice """"""""""shortened""""""""""""" op

More importantly, how much richer are they going to get after RoR2?

Give ideas for mecha jam pls

...

You pilot a mecha and shoot at things

its not about the money mate, that's why you suck as a dev and as a person

Not really mech but I think the pic is kinda idea inducing.

I imagine him spending all remaining RoR money on developing the sequel and then not making any of it back.

Why would an indie roguelite take millions of dollars to make?

Even googum wouldn't be that retarded.

It's not just an indie roguelite now, he wants ror2 to be a 3D action game, and there's no ceiling for how cash can you spend on that shit.

I never said it was lmao

----[ Recap ]----
Game: Khryse
Dev: Khryse-dev
Tools: UE4
Web: khryse-dev.tumblr.com/
Progress:
+ Added airstrafe and airhop
+ added a bunch of visual stuff, like hook projectile and airdash particles
+ finished up helmet material
+ added more control to the wallrun
+ added Enum check for player movemement
- Input Buffer stuff is still not ready for 4.17
- Material fuckery took way too long

And a gif to top it off.

you play as a biomech that can grow new weapons and upgrades the more enemies it kills from it's appendages

i.e you can make a gun, say what type of gun you want it to be, (say automatic/sniper/rocket launcher/shotgun/etc) and then you can fine tune it's attributes like fire-rate and damage with yet more biomass. then you can grow a gun on that gun. upgrade armour, grow thrusters, other stuff.

in a perfect world, the game is single player, and you kill enemies to upgrade your biomech, but the final boss will be the mech that most recently beat the previous final boss, which is another player mech, like the seneschal from dragon's dogma.

now make it.

>gamemaker
>need to be able to click on things
>mouse_x and mouse_y return zero no matter what
>device_mouse_x_to_GUI works but then puts some kind of vierd offset depending on my view
>window_view_mouse_get_x(0) returns 0 no matter what

I' so close to killing myself and restarting my project in godot, but I've been working on it for months. If anybody knows what's wrong please help, I'm going to bed so I can't answer questions though.

----[ Recap ]----
Game: FTC
Dev: RPG
Tools: UTY
Web: fleettacticalcommand.com
Progress:
+ Character Generator WIP
+ Tutorial WIP
+ New music tracks
- Second Programmer is AWOL
- Starting a second business so less time for Game Dev

Is that Morgan Yu?

>Second Programmer is AWOL
details user, give us details

It's not like he have any game to program.

He got tired of no game and joined my project. Now he can actually program a videogame instead of a menu and cutscene simulator.

Fuck me

----[ Recap ]----
Game: Little Red Hiding Hood
Dev: Squaredev
Tools: Unity, Blender, Photoshop
Web: squaredev.tumblr.com
Progress:
+ Added level clear screen and game over screen
+ Wolves now perform a dash/tackle/jump attack when close to the player
- still a bit wonky, some times the attack stops short even if it shouldn't
+ added music with crossfading effect for stealth and chase
+ snek is helping with designing the level
- wolves kick the same rock forever
+ it's amusing to watch so I'll probably keep it
- been so long since the last recap, I don't know why I'm bothering
- still not sure if the game is actually fun to play

>Tools: UE4
how do you fuck up this badly?

I copied and forgot to edit that part. I know, I'm dumb.

that makes more sense than i expected

----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: C++/OpenGL, Blender, Krita
Web: stomygame.tumblr.com
Progress:
+ The C++ rewrite continues
+ Bullet Physics debug drawing implementation
+ Bullet Physics world model loaded
+ GLSL-style matrix operations
+ World once again rendering correctly
+ Pause menu reimplemented
+ Flying camera movement
+ Currently porting collision system

>smothered by massive mammaries
You absolute mad man, you actually did it.

----[ Recap ]----
Game: Cross Square
Dev: Squaredev
Tools: Unity, Photoshop
Web: squaredev.tumblr.com
Progress:
+ Added very primitive AI
- took way longer than it should have
+ improved the map generation a bit
+ fixed a bug where lines could be shot in the wrong direction
- another similar bug still appears every now and then and I can't understand why
+ codebro kry offered to add online multiplayer later on

You cunts told me ideas are easy and idea guys are worthless
Ideas are hard!

ideas are coincidental, ease is irrelevant.

Ideas are hard but useless. Think of them like your penis.

>he's too dumb to even be an ideaguy
When you feel bad, just remember that at least you're not this user

Ideas are easy when you've got nothing else to think about

When all you're trying to come up with IS ideas, it's much harder.

----[ Recap ]----
Game: SFTL : Slightly Faster Than light [working title]
Dev: AZ
Tools: Godot
Web: n/a
Progress:
+ Selection box
+ FSM
+ Pathfinding
+ Draggable and Selectable behavior
- Didn't get enough sleep for 4 days

>a year ago
>start making startup management game with my artist bud
>everything's going good, we both are pretty capable
>3 months pass
>artist: "nah man, I have too much work to do"
>me:"oh ok, let's finish it later"
>never finish it of course

>today
>wake up
>startup simulator sold ~50k copies on Steam
nice
I want to die

Reminder to unironically stick to your shit and finish your shit

----[ Recap ]----
Game:mech game I need to find a name for
Dev:dev name i need to find a name for
Tools:ue4, blender, gimp
Web:
Progress:
+ New placeholder mecha, with an IK rig, which I'll be using for Demo Day to prevent myself from moping around from my lack of good looking mechas.
+ Animations for said placeholder
+ Animation state machine
+ More VFX : Visual cues for when the mecha can fly again after being knocked, bullets, shield, also accidentally made vapor
+ Changed Dash/Melee attacks to properly move with the physics instead of interpolating positions
+ Blocking is in, no animation for it yet
- No real gameplay changes
- One of the functions critical to the shield effect doesn't work if I put a branch before it

Just make up a working title.

Enemies have health now, and have a juggle state and a little force based on strike direction :)

>artist: "nah man, I have too much work to do"
This is literally every artist unless you just throw bags of money at them.

when I need inspiration I let my mind wander and entertain stupid or otherwise nonsensical thought processes or paths. If I'm given a theme I mash that with random concepts in my head just for kicks. The idea is to see where it leads and maybe spark something. But that's just me.

Oh you could also check out random online game jams and try to come up with an idea for their themes under a timeframe (like an hour or a day). Not with the intent of signing up for it, but to sort of practice coming up with an idea on the spot

Ironclad Nucleus

Damn that's a rad effect. Did you add another mesh on the head or is it purely a material ?

Yeah I need one but I can't think of one if I don't have a defined aesthetic or a story.

That would fit if the Mechas were huge organisms contained in a suit, like in Evangelion. Which is not what I'm doing, but it's a nice title.

>startup management game
what does that even mean

lmgtfy.com/?q=startup

>artist: "nah man, I have too much work to do"
>artist: "nah man, I have a commission to do"
>artist: "nah man, I have to redo the model"
>1 month later
>artist: "nah man, redoing the model would take too much time"

welcome to hell
population: me and you user

>When all you're trying to come up with IS ideas, it's much harder.
true dat