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
Post a pic showing how gamedev progress is going today
Liam Parker
a good game
Logan Morales
>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.
Carter Carter
...
Levi Williams
Even a nodev has a better chance of success than a talentless, worthless hack like yourself.
Cameron Green
Does ANYONE here actually use Cryengine 3?
Gavin Barnes
those cloud particles look too gross. reduce shadows or change shader on it.
Zachary Long
Iv done it Iv made the best spark particle effect for saw blades.
Isaiah Garcia
not using nim, whatever that is
Eli Gonzalez
>arguing about tools >when you could be devving instead
Alexander Hernandez
leave just small ones and angle them, this one looks like a roman candle.
Logan Anderson
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.
Lucas Jenkins
why do nodevs exist on agdg can you all please leave if you dont have a game?
Noah Thomas
-------- 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.
Site: recap.agdg.io Last recap: recap.agdg.io/view?id=17083
Camden Adams
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
Justin Gonzalez
that's true, right now they look more like popcorn
Ryan Gonzalez
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.
Carson Cruz
Why do you talk about yourself in third person?
Cameron Reed
Clearly I'm not bokudev idiot.
Matthew Clark
----[ 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
Levi Brown
Sure
Benjamin Watson
yeah. looks like 3d world one has no shadows and better shader / lighting. bokunopico's look too heavy.
Samuel Adams
>"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.
Cooper Long
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
Nathaniel White
shit thread with shit OP tbqhwyfamalam
Isaiah Taylor
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.
Luke Perry
Who here HYPE for Godot 3? Is it the Unitykiller we deserve?
Brandon Roberts
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?
Aiden Brown
----[ 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
Gabriel Young
Reminder that a good game is 90% a skinner box, 5% making the player not realize it, and 5% code
Justin Ortiz
i am not posting my GAME in a thread with such a TERRIBLE OP
Connor Roberts
Yes, absolutely
Hunter Long
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.
Julian Martinez
This guy gets it.
Robert Morgan
Lose the stars, they look stupid and make no sense
Oliver Gonzalez
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
Adrian Edwards
----[ 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
Angel Baker
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
Josiah Jackson
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.
Caleb Collins
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
Nathan Cooper
----[ 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
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
Dominic Cook
Maybe when they change the name to something other than goDO'H
Joseph Hill
Godot 3 will be 3D engine for 3D games
Gabriel Torres
for *3 games
Luis Hernandez
so no point jumping from gm to godot then hmmmmmmmmmmmmm
Luis Johnson
Nope, there never was.
There is a good reason to jump from GM to 2D Enginedev though, that is, unless you're trash.
Cooper Miller
Remember these guys
Kevin Nelson
it wont matter if im trash if i have game
Eli Davis
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
Jason Scott
Question: given that RoR sold over a million copies, how rich is /ourguy/ Hopoo right now?
Ian Gray
nice """"""""""shortened""""""""""""" op
Jordan Sanders
More importantly, how much richer are they going to get after RoR2?
Hudson Cook
Give ideas for mecha jam pls
Logan Cox
...
Samuel Edwards
You pilot a mecha and shoot at things
Adam Rivera
its not about the money mate, that's why you suck as a dev and as a person
Jayden Cruz
Not really mech but I think the pic is kinda idea inducing.
Henry Howard
I imagine him spending all remaining RoR money on developing the sequel and then not making any of it back.
William Stewart
Why would an indie roguelite take millions of dollars to make?
Even googum wouldn't be that retarded.
Owen James
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.
Landon Parker
I never said it was lmao
Ayden Peterson
----[ 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
Ryan Richardson
And a gif to top it off.
William Russell
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.
Jayden Bennett
>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.
Dylan Edwards
----[ 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
Joshua Hall
Is that Morgan Yu?
Brayden Ramirez
>Second Programmer is AWOL details user, give us details
Logan Rogers
It's not like he have any game to program.
Jack Gomez
He got tired of no game and joined my project. Now he can actually program a videogame instead of a menu and cutscene simulator.
Gabriel Allen
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
Leo Howard
>Tools: UE4 how do you fuck up this badly?
Jordan Johnson
I copied and forgot to edit that part. I know, I'm dumb.
Ryan Hernandez
that makes more sense than i expected
Jonathan Scott
----[ 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
Angel Edwards
>smothered by massive mammaries You absolute mad man, you actually did it.
Xavier Morales
----[ 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
Elijah Hill
You cunts told me ideas are easy and idea guys are worthless Ideas are hard!
William Butler
ideas are coincidental, ease is irrelevant.
Kayden Cooper
Ideas are hard but useless. Think of them like your penis.
Charles Foster
>he's too dumb to even be an ideaguy When you feel bad, just remember that at least you're not this user
Aiden Green
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.
Mason Morris
----[ 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
Hudson Jenkins
>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
Alexander Martinez
----[ 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
Josiah James
Just make up a working title.
Camden Allen
Enemies have health now, and have a juggle state and a little force based on strike direction :)
Adam Kelly
>artist: "nah man, I have too much work to do" This is literally every artist unless you just throw bags of money at them.
Jace Brooks
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
Jeremiah Edwards
Ironclad Nucleus
Oliver Baker
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.
>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
Jackson Phillips
>When all you're trying to come up with IS ideas, it's much harder. true dat