/agdg/ - Amateur Game Development General

Peter Molyneux knows where you live edition

> Upcoming Mechanoid Jam itch.io/jam/op-mechanoid
> Next Demo Day 16 (11 days left) 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:

youtube.com/watch?v=ZKgrhVVFAfU
picosong.com/wsNyR/
godotengine.org/article/how-actually-make-your-dream-game
wired.com/2015/04/reduce-vr-sickness-just-add-virtual-nose/
twitter.com/NSFWRedditVideo

I'm making a Silent Hill game!

LOVE2d

Proper room movement, gdscript being slow is a meme, i'm rebuilding the A* map from scratch every frame, no lag nor memory leaks.
As for people who asked how will this be different from FTL, the answer is game modes, basic mode is classic FTL, premade ships only with unlockables(ships, systems, quests, sectors), custom ship building (for this mode) only unlocked after unlocking every ship. until i finish this mode i won't add anything new, but i'm making it with the intent of being fully customizable (to support sandbox mode)
i'm open for suggestions, still need a better name

We discussed an idea I had yesterday, I don't know if you've seen it.
What I had in mind was a compromise between full customization and something that poses a challenge.
Instead of having the freedom to entirely build the layout, only give the player the option to add predefined parts to their ships after they buy them.

So you basically want to make Cosmoteer? youtube.com/watch?v=ZKgrhVVFAfU

POST IDEAS FOR MECHANOID JAM
I kind of want o make a game about a gattai mecha but I'm not sure how that would work gameplay-wise. Do you control all the 'pieces' at once? Only one? Or one at a time in different parts of the level?

That combat looks more like Starsector with less control over it.

testing poly microverse that i might make into something else at some point

right now they only have 3 potential variations

>no performance loss or memory leaks updating a whopping 44 cells

lol I would fucking hope not

that's working as intended, how are they supposed to see the player when it's behind the building

like they're supposed to go where the player was, not where the player is, it makes them look like zombies

the player comes out, the enemies are slow to react and charge where the player was

I'm working on a rpg made with game maker but I'm struggling with the fighting system.
Should I make it easy but low content or more full but more complex?

That looks pretty but I have no fucking idea what I'm looking at.
Are those supposed to be atoms forming covalent bonds ?

>my horrible programming is a complex, interesting game mechanic

OK.

they're supposed to act like zombies

i can make them go where the player is if i really want to, i literally just need to remove the system i have that fires a bullet at the player and sets the enemy target at that location

i think that the real solution is to reduce acceleration and maybe increase max speed

He's been like that for the whole time he's been in this thread, don't act surprised.

>that gif
I'm putting that tagline in my trailer

Yeah, I just read the other comment chains. He's just one of those people who cant' handle criticism and will be mediocre his entire life.

Space Game Mapping Scheme:

System (like an entire solar system) -> Sector (the area around a planet+moons) -> Zone (a small subset of space above a planet)

Make sense? Any better terms?

just trying to get started with modeling so i can become a 1ma

what are the things that should be done in the modeling software (in my case, blender), and what are the things that should be done in the engine (ue4 in my case)?

like make materials in blender or ue4? what sort of shit can ue4 import? like what goes into a .fbx or whatever

better example, front facing, non-cocked head, no z rotation, looks perfectly fine.

despite having good ideas and an intention to make a game, i cant find the mental strength to work on it alone. i think so much better when im able to bounce ideas back and forth with someone, and i work so much better when theres someone who can push me. its so frustrating because doing it alone feels more like work for me.

I feel the same user, but also working alone is more boring.

>looks perfectly fine.
for you.

It's okay, but you need to explain what the zone means.

your criticism is shit

tell me where the fault is instead of relying on your biased incapability to visualize 2d objects.

I feel the same way sometimes, but I value having 100% control over everything far too much to consider a collab situation

>this shading
Where is the light coming from?

dunno, but im not talking about shading.

constructive criticism only pls

That looks significantly worse than most sprites in the game.

This is not a technical flaw, it just doesn't look aesthetically pleasing.

Are they muslim women?

aesthetics can be technically explained user.

>constructive criticism only pls
FUCK YOU YOUR GAME IS SHIT

her face is obviously facing downward as shown by the eyes

Are the ISIS' female slaves chasing you because you're trying to stand out by wearing red?

I like the aesthetic. Gameplay I would actually prefer to say more before commenting.

>>no performance loss or memory leaks
didn't change, overhead was actually from the physics, every room has 4 separate collision objects to check for overlapping, pathfinding still didn't cause anything, not that i'll ever have a ship this big.
i like that, i had something similar in mind, i just noticed that FTL ships never have a generator nor thrusters, it'll be a good idea to impose rules to build a ship that makes sense.

Everyone looks uglier on their drivers license because of how the shot is composed, most people will agree with me on that so even if there is an actual explanation I can't be fucked to search for it.

In Blender, why can I not weight paint my mesh? I can only paint a small part of t, but the rest is completely unaffected, although I selected it.

why is this the first thing you think of
you run around and pick up items while those things chase you

there are obstacles that obscure you/ impede their movement

looks super boring and impossible to lose

Just like your mom

i added obstacles so they split up and you can actually die

I wish my mom was impossible to lose.

my iris/pupil position is even higher than that looking straight forward, so no.
there's a lot more different in a license photo than the angle.

I don't know what people are complaining about. The only issue I can see is that light appears to be coming from the top and the bottom.

Are you using the built-in physics? Seems like overkill just for checking overlaps, you could store in each tile's position in an array and check if the array already has a position.

I don't even understand what are you trying to argue here, the tip that angled portraits look better is valid and your example doesn't exactly refutes it.

i expected red guy to blow up once people gather around

i just went with the simplest solution, this is only for debug, physic objects will be freed when playing since the ship will be static then

>ustom ship building only unlocked after unlocking every ship
Aaaaand into the trash it goes.

are you a coder?

picosong.com/wsNyR/

The only thing I need to do is to balance instruments and correct dissonances which is pretty much half of the work.
How does it sound so far? Bonus points for whoever gets the song/s I used for inspiration and a bit of the melody

Can you explain why your muslim women move like a swarm of metal dust around a magnet ?

>custom ship building (((((for this mode))))) only unlocked after unlocking every ship.
i named it classic FTL for a reason, there will be other modes

this sounds really dull and the webm tends to confirm that

I wouldn't say by her eye but by her glasses being so low

Holy shit what happened to youtube's design. There are no borders, just white background.

i bet you think mario is dull huh

>we want the blind audience

>my point is valid
and into the trash you go

#ImagineNoBorders

Google is on a quest to become fully retarded. They are well on their way.

>ImagineNoBorders
>Text is now bold and thus, darker
Really makes you think

WHY CAN I NOT WEIGHT PAINT MY MESH IN BLENDER????

The whole mesh is just blue, but I can't paint it red.

because you SUCK at blender

I think their css file got corrupted

godotengine.org/article/how-actually-make-your-dream-game

this should be stickied

Is there any performance issues with doing something like:

XYZ xyz = object.container.xyz;

xyz.function1();
xyz.function2();
xyz.function3();

versus

object.container.xyz.function1();
object.container.xyz.function2();
object.container.xyz.function3();

No.

haha, keep perpetuating that meme

Okeydokey, thanks user. I do it a lot in my state machines so just wanted to make sure. I guess it's trivial to undo it later if it becomes an issue.

>build game in unity successfully
>build game in unity again without any changes
>it fails
Relly makes u thnk

>changed something
>pretend you didn't change anything
yeah, sure dude.

I just built it again after 2 failures

Just make what is easier to read.

There's a difference in what they do, though. The first one places a reference to object.container.xyz to the stack once, the second one places a reference to it on the stack thrice.

Happens to me in xcode sometimes. Normally I need to clean the project or delete derived data.

Stuff is coming along nicely although extremely slowly. Enemies can't attack anymore ever since I reworked the combat system but it's alright because they're still brain-dead and their AI is to move towards the first unit in the friendlyUnits array.

fuck you for showing me that game, you just destroyed my dev time

I think I'll try to make a racing game. With mecha that have wheels for feet. Sort of like ridebacks.

>That font
Boxxy bold or something, right? I liked using that in my little test games because it made the debug labels more fun to look at.

Where the fuck are all the VR racing games

...

>VR racing game
Wouldn't that be vomit inducing?

Yes. Finding your game idea to be dull means i also find Mario to be dull, and since Mario is widely appreciated i'm wrong and your game idea is good.

Keep developing your idea.

Au contraire. Having a "cockpit" really helps with VR sickness.

I don't see rally/f1 pilots vomiting, and they have to deal with actual force feedback.

only "floating" VR is nauseous

wired.com/2015/04/reduce-vr-sickness-just-add-virtual-nose/

I've worked on one. Sitting in a cockpit and driving at speeds around 30-50 km/h works fine if the road is flat and you do not collide with stuff. Collisions with other cars or obstacles, makes it vomit inducing.

If you want to puke try a flying simulator.

Depends on the language and/or compiler.

...

i got distracted by your post

I'm wageslaving at a job that take all my energy.

learning art because agdgers cant into collabs

but I am, I'm rewriting my AI right now

I have no idea what I want to do next for my game, I'm starting to hit a wall where I'm not good enough to continue.