/agdg/ Amateur Game Development General:

If anime girls can do it, you can do 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 (embed)

Previous Thread: Previous Demo Days: pastebin.com/xfSiTwuP (embed)
Previous Jams: pastebin.com/jAByvH3V (embed)

> 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

How is your game going /agdg/?

If you aren't using Unity or Gamemaker you aren't gonna make it

Artist looking for a programmer.

Which should I use:
Unity?
Unreal?
Godot?
Gamemaker?

Please give me a real answer this time.

I can program hello world.

MONOGAME

What are you looking for? Do you have a game?


I am But im willing to make any game, if it means progress

If they're all good why not go with the one that's 100 % free and open source

...

Making a robot also.

delete this post

I've already erased it. because its better now then ever

Delete this thread

lurk more

anime girls best girls.

>le hamsterface moeblob
>dude lolijam lmao!!
>nene made game on me chinese cartoon and you still not hehe!
i wish animeposters from here had a better taste in 2d women

You called?

nene is one of us

Not good. I worked on stuff today but I can't think about a single progress I made. I think I fixed my missiles not colliding with anything without changing anything on it. Also some convenience stuff like projectiles de-activating components attached to them when pooled.
Also art assets but eh

my robot could beat your robot
if he's ever completed

My robot is ugly but his dad works at nintendo so he always wins.

Seriously though, your robot looks great. Keep progressing and posting it as you do!
Are you using blender?

I'm a sorta beginner coder. What are the downsides to scriptable objects?

I honestly can't tell what that is.

>image name : : mecha torso render 1.png
I think its a body. The spine bit looks dope

From the previous thread, a bit of a more expanded cheat-method of doing quick and dirty pixel art if anyones interested.

It still requires a bit of thought towards what parts you remove and how you assemble the original image but it does at a pinch and even then you can build off the spite created.

I see the spine obviously but nothing else.

Honestly that's really neat.

>Are you using blender?
Yup. The trick is using modifiers, they can streamline a lot of the process.

It's very simple. It's not complete

Funny enough, that's how I used to do pixel art years ago. With less re-drawing and more just copy-pasting.

>be enginedev
>realize that I'm literally too stupid to understand anything more complicated than enginedev

this is gold, user

grill.gif

that sprite looks kinda like ass though. not a bad idea to get a gist what you want though.

still better than you can draw

>how to create a generic shitgame
>and then you have to animate .png

I'm stuck on a really simple part

>>and then you have to animate .png
I've been wondering about this too, and I'm not a salty nodev bitch
So how would one go about cheating animation effort?

this is the same technique that Cuphead uses

>So how would one go about cheating animation effort?
It's called not being a lazy fuck making sprites out of literal photo tracing

>when you quickly put some shit together to use as temporary model/art before doing it proper in blender
Man, this is scary but not for the right reasons

>technique
It's called copying photos. It's not some kind of super special secret technique. It's just what every shitty artist does who has no talent

but how are you going to make them without tracing when you can't draw user?

You fucking learn to draw, dicksneeze. Copying photos won't help you at all, except for static prites without animation perhaps.

One way to make animation easier is to first create a 3d model, but that also requires art skills

tweened puppet animation with components that you made with this method

>spend 90% of my programming time learning everything else
nah

Ship it
Games done

Damn, this is something beyond gold now user
golder

Mostly refactoring and bugfixing lately. Need to make some new levels and draw some sprites for new attacks soon.

One day my games will be kawaii like yours

You can't cheat animation.

Part of the reason low-effort things made with Flash/Spine look noticeably shit is that people relied too heavily on motion-tweens to slide pieces one place to another and leaving it at assuming it looks good enough without drawn inbetweens.

You have to have an understanding of timing, weight and other basic animation principles to make anything that looks non-shit be it 2d or 3d. Easiest way to learn is to look at examples of animation you like and go through them frame by frame, analysing exactly whats being done to the model/sprite to achieve that effect.

>wants to create a video game
>doesnt want to learn how to create video games
Noone gives a shit about programming. It#s not the fucking 80s anymore, donut. It's shit you can learn on the fly.

The real art in game developement is drawing, painting, modeling, making, music, and having good ideas.

no I mean they literally photoshopped a coffee cup onto mickeymouse

i need some advice.

im running in to a circular dependency issue with my collision detection system (lets call it cds). the cds has some structure of collidable entities, and an entity has a pointer to the cds it belongs to.

the idea is an entity is created like entity(cds)
when the entity is created, it adds a reference of itself to the cds.
when the entity's update() function is called, it calls cds->checkCollisions(), which returns true/false

this results in a circular dependency and shit starts getting messy (entity depends on cds, cds depends on entity).

a possible alternative i can see is to maybe use something like the observer pattern. have the cds be an observer, and whenever the entity's update function is called, it would call notify(this). the cds would then set a flag in the entity depending on whether there was a collision, and the entity would check for that flag.

i dont have a problem with this in small quantities, but i feel it would be really really tedious if i end up with a bunch of systems like this in the game and i have 20 different flags for various observers.

thoughts? what are some other ideas people have tried with some degree of success?

Cute girl sonic?
The game looks legit fun though. Whens beta?

nice Rygar clone

>making
the hardest of them all

delet this

desu, programming is kinda hard. well, at least to me. but I don't really think its as easy as you make it.

It truely is indeed. The hardest part is just that you are never finished.

You can do it, user.

The only Sonic game I've played is the original, and only long enough to get past green hill zone. I'm stealing a lot from Sonic-inspired games though.
>Whens beta?
Hopefully next Demo Day. I've made some demos in the past, the latest was in DD15, but after that I decided to redesign my combat because it was so clunky, so I recommend avoiding the old demos.

Never heard of it.

>cds dependent on being circular
Of course, user
That's a hardware limitation
Consider usb if you want to get away from circular

You don't need to be good at programming to make a good game though. There are enough tutorials for this nowadays.
You need to be good at art to create a good game though. This is something you can't just simply copy/paste from elsewhere.

Do you do all your art yourself?

...

>not having square cds

>need art to create a good game

nice Super Mario Bros. 3 clone. Not the NES one. The SNES version. The one on the All Stars cartridge.

Show me a single good game without good art

Yes, though I don't really like doing it. Still probably going to redraw all the MC sprites, as they're from when I started making the game and I think I've improved since then.

This is some of my oldest progress.

dwarf fortress

you just activated so many meme trap cards

Never actually finished any Mario game either. When I was a kid I only had an Amiga 500.

This should be more menacing.

I've played around with mockups of the thing actually speaking to you and it seems fun. Even at 3x3 I can't contain my scope.

I knew this would come... Only complete autists play this crap.

nethack

Another autistic game. Proving my point, /agdg/.

>she can somehow become cuter
I'll look forward to it then

If you mess her up, I will find you

>muh obscure meme game only wannabe hackers play
next please

your game

Successfully got some netplay going, both locally and online. A first for me!

He said good game, user

Where can i watch some losers like me streaming their failed attempts at gamedev?

Can you pick up other skeletons

Probably at your stream?

as a let's play or Ludum-Dare-style "lol look at my boring devving" streaming?

>That's a hardware limitation
Actually not true at all, user.

This looks great! Cute style. What kind of game are you making?

Brudi, bitte

Woah cool a pedo OP! Haven't had one of those in awhile.

Does anyone know why Fixed Timestep changes on play?

...

not yet

but maybe

a game about protecting your graveyard from vandals

Are you setting it in scripting somewhere?
Thats fucking hilarious

What's with /agdg/'s fixation on skeletons and skeleton accessories though?

Skeletons are great?

What's with /agdg/'s fixation on tool choice though?

What's with /agdg/'s fixation on slutty little girls?

What's with /agdg/'s fixation on taking extreme basic bitch views on everything?

don't meme me I was just curious

What do you expect? It's basically Tumblr general here

What's with /agdg/'s fixation?

Whats with /agdg/?