/agdg/ - Amateur Game Development General

Officially not dead edition

> Play Demo Day 16
itch.io/jam/agdg-demo-day-16

> Upcoming Mecha Jam
itch.io/jam/op-mechanoid

> 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/xfSiTwuP
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:

etherpad.net/p/agdg
itch.io/jam/a-game-by-its-cover-2017
mikedrivendevelopment.com/2014/06/compression-driven-development.html
youtube.com/watch?v=jKrhPHSuy4Q
vidyadev.tumblr.com/
twitter.com/SFWRedditVideos

Languagedev

Dead a good 5 minutes
Significant brain damage likely

Alright, 25 minutes without a thread.
Let's see that progress.

There's that awkward moment just after thread death when I assume someone else will make one so didn't want to.

Then it became silly.

>Take my break for the 5 minutes of progress I did today
>Go on /agdg/
>Can't find the thread
>A-Am I free?
>Refresh
>It's there

Not today brain

And there's still 2 threads up

Already asked in Veeky Forums but I figured you guys might have an opinion.
Why aren't there more gamedev-oriented languages that have built-in complex number systems? And I don't mean hiding it behind a few class definitions, I mean actually built into the syntax.

escape a sinking ship game, y/n?

You know, is the logo supposed to look like Project Aces'?

does it have anime girls?

they cut it out of MGS2 for a reason

also Deep fear

Maybe because a complex number is completely characterized by a list of two reals?

What was Veeky Forums's answer out of curiosity?

4 letters in a square isn't that unique of a concept my dude.

In Unity, C#, I have a player object and a child object which follows the player. The child follows the player with a frame delay:

for (int i = 0; i < frameDelay; i++) {
positionList.Add (followTransform.position);}

Now, if I animate the player object in Unity and move it an other position, what do I have to do to make the child object follow during the animation too?

It doesn't really follow like planned.

>Trying to use the Animation System in Unity

You're already dead.

anime shit thread btfo

It actually works quite well for me. It's just this child which doesn't behave like planned, because it follows the player in an unusual way and I don't know what to do there.

You can either make the child object follow a specific bone which should react to the animations or maybe using root motion for the animation would also make the child follow as planned.

Why don't indie games need to be rated by the ESRB?

>Get excited about gamedev
>Join thread
>haha memes and stuff!
>pick up an engine
>haha memes and stuff!
>realize I can't draw... thats, thats ok!
>learn some programming... alright! this is.. fun!
>learn audio daw for making music
>this. this is kinda frustrating
>the game is complete shit
>no art, shit code, never completed
>just hang around thread and shitpost
>hang around Discord and shitpost
>Do this for weeks without actually doing any dev

I just deleted every engine and everything related to dev off my computer. It's so freeing. I hope you guys have a good life, have fun making those games, it wasn't meant for me.

Because tuples are a thing.
>using complex numbers to represent arbitrary pairs of real numbers
user...

wait

It's up to each store if they want to sell things without ratings, obviously somewhere like Walmart has different standards to Steam.

That looks gross
Don't touch me with your math

2 Agdg world end 23 confirmed

2D or 3D?
Platformer or puzzles?
Are there enemies?
Can you swim?
Is it a fast sink or slow descent of a cruiser?
Are you alone?
Is it real time or tactical?

It just doesn't work. Whenever I wait till the animation is finished, and then move, the child object just always appears out of fucking nowhere.

Posting this again

>Want to make mecha game but can't into low poly 3D modelling

tfw no game cuz no art

If a child misbehaves, just give it a light beating

Now we get to the core of your issues...

>seen at least 3 dozen different mecha jam shitposts
>still barely any games in sight

biomecha where you crawl up into a giantess and control her from the womb

still retexturing my cars

can you post a webm please?
this looks cool af

Luckily mecha are one of the easier things to low poly model. It's basically just cubes and rectangles. All the detail is in the texture.

Making a model from blocks isn't what I'm worried about, it's the rigging and weight painting or whatever you do to animate them.

There is already a game with that exact premise for the SNES. It's called S.O.S. and you have to save yourself and dumbass NPCs from a sinking ship with multiple endings based off of how many people you saved.

Luckily mecha are one of the easier things to rig and weight paint. Since there's no, or very few parts of the mesh that will deform, most of the weight painting is just 100% weight or 0% weight.

What SNES/GBA era game has been neglected like Harvest Moon?

Is nodejs good for making game servers in?

You're making me feel bad for not trying harder user.

>Is...js...good
No.

FF Tactics

Advance Wars

Where's the notepad?

You aren't nearly ashamed enough tbqh.

etherpad.net/p/agdg

faggot OP left it off

progress:
> redoing level generation
> making level areas that slot together

proc-gen a shit

Kirby and the Amazing Mirror

Where're more Metroidvania Kirby games?

This is a very nice low poly mecha. Collected

my nibba

Also what game is this from? Looks kinda like the art style I want to achieve

The jam ends in 2 months dummy, most people won't start before November

In Unity, C#, how can I simulate through code, that the player presses in a direction for a short time?

That niche is about to be filled by Wargroove.

people already started shitposting though

looks like a fan made 3d model of mechs from Metal Slug. Morden is the name of the enemy general of the rebels.

I see, thanks

Define shitposting

Y'all forgetting one thing. Modelling mechas might be an easy task but coming up with a mecha design that looks good, is recognizable from a distance, doesn't look generic and makes sense is way too hard.

That's why you make a modular mecha game.

The only thing you design then are individual parts and if they look retarded together it's on the player.

If it's 3D fucking yes. Make something with physics and objects flying all around.

And then you add a cargo plane. And building collapsing.

Armored core has plenty of "default" designs that fit these despite having modular mechas.
I think most of the ones that look bad in it are the ones with Hover legs/Tank Treads, they just look too goofy

Yeah, that's why you go with low poly.

Your mechas aren't going to be super detailed so their design can be much simpler.

#define shitposting /agdg/

low poly is all about hand painting details over the surfaces, still has plenty of details.
And you might not necessarily want that kind of aesthetic for your game anyway.
Anyway, discussing the subject is not really going to help anyone get better at it. Myself included.

This one itch.io/jam/a-game-by-its-cover-2017

crying about how you will never accomplish anything while dumping your 15 GB mecha folder

a game where you sell insurance to mecha owners and deal with claims

a game where you live a long and happy life

Fuck you, my mecha folder is only 3.35 GB
And I am going to make a mecha game as soon as I get a good idea

isn't that the sims

A game where you make a game instead of shitposting on agdg

a game where you run a used mecha dealership
You have to fix them just enough to make it passable without cutting into your bottom line but not hazardous

If i understood it correctly, you want to simulate a key press.

You could set up a list that records the value of the axis every 50 ms and record your own keystrokes, serialize them and use them as input for whatever you need to simulate.

A game where you control miniature mecha that control giant little girls

I hear Object-Oriented-Programming is the way to go.
Which language should I start with if I have no real previous programming experience?

Python or C#.

You heard wrong. It had a lot of money pumped into it so it's kept alive artificially by profs who don't know any better, and industry who is reluctant to change unless it's catastrophic not to.

What you're looking for is Functional Programming, and begin with haskell

if you want to make game go with whatever engine you have chosen supports

The devil really lays in the details. It's always those little simple things which make me want to kill myself when coding.

Remember that no matter the paradigm you should practice semantic compression.

lol but we're trying to make games here.

What games have been made in Haskell?

My game.

Reminder that probability distributions form a monad.

Is this really so complicated? I just want to press in a direction through code.

Adjusted border trees

This makes me want to make a Zelda game.

mikedrivendevelopment.com/2014/06/compression-driven-development.html

youtube.com/watch?v=jKrhPHSuy4Q

Remember to have good music in your game

This looks pretty good honestly

Depends on how close to reality you'd want it to be.What i wrote would be the easiest way to replicate your own keystrokes.

If you want to move your character in a cutscene or something like that you should learn the veryb basics before asking dumb questions.

low IQ article

Please help me quit.
I'm using Godot and it's just stupid.

----[ Recap ]----
Game: SFTL:Slightly Faster Than Life
Dev: AZ
Tools: Godot
Web: vidyadev.tumblr.com/
Progress:
+ Final revision of the code, no more rewriting
+ Singletons
+ Rooms support variable sizes dynamically
- Took a long time, multiple refactoring to find a structure that works
- Need to reimplement features to take advantage of the new code

Overall it was a good learning experience, but at least it feels like my code again, my biggest mistake was having editor and gameplay code in the same object instead of having editor objects only and leave gameplay code intact in their normal objects.
Also i will reserve revamping the crew combat for a more exploration based game, dealing with ship combat while micromanaging crew individually would be a chore, system terminal tetris doesn't make sense either, some things don't feel right when you think about it later, but mistakes do make you learn better ways.

It is! Learn C# or Python. These days, no one low level codes these days, there just isn't any point. It's 2017.

Stop lying to make yourself feel better. Your posts get really old.

Feels good not having the exams looming over me with angry eyes. Haven't had this feeling for a long time.

Testing out making a logo.