/agdg/ - Amateur Game Development General

Shut up and Just Like Make it Gaiden

> 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
Panda3D: panda3d.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

>Nerd stuff
Algorithms: coursera.org/specializations/algorithms
Math: khanacademy.org/math
Physics: khanacademy.org/science/physics
Graphics: opengl-tutorial.org/beginners-tutorials

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter

Other urls found in this thread:

youtu.be/ySZDIlFcY_k
youtube.com/watch?v=t7UN5tVniBw
bintray.com/calinou/godot/editor
youtube.com/watch?v=DiIoWrOlIRw
youtube.com/watch?v=0mn-4y8YrU4
hastebin.com/otulupuvon.cs
twitter.com/SFWRedditImages

repostan

So i have a average sized grid (100x100), how do i go about updating each cell? i'm at early prototyping stage so a processing 10k cells at once isn't really a problem, what's the best way to divide that? have 4 simple arrays? quadtrees?
I'm making a harvest moon type of game with more focus on the "harvesting", is a map of 100x100 enough? i can have more zones as farms.

i wanna work on 2d art

only thought about kms twice today

youtu.be/ySZDIlFcY_k

>longest one yet

Not enough progress in this thread.
Level 3's shaking out to be a little easier than 2. Not sure if I should crank it up or have it be a bit of a break after the first halve's brutal difficulty.

we used to have at least 3 castlevania clones, 1 contra clones, 2 harvest moon clones, 2 fire emblem clones, 1 undertale clone, 2 legend of zelda clones, that grim reaper game, a couple of metroid clones... where the fuck did all of that go?

It's always good for pacing to take it back a little bit just after the halfway point.

I bought GMS a few years back and now they have GMS 2. What the fuck do I do?

i think one of the unscripted ones of my umming and ehhing and shooting from the hip are longer but this one is all scripted and even edited out some tangents an explanation of rentier capitalism got dropped for being too preachy, people can get the problem when shown the conflicts of interest in incentives without me spelling out rentierism

When will godot 3.0 be released? Should I just switch to the alpha?

I absorbed them all into my game
Except for undertale

Never, it was just a joke
You're just supposed to wait for it

youtube.com/watch?v=t7UN5tVniBw

Probably a good idea, I was planing on having the first bit of stage 4 be that but since this kinda ended up easy anyway this'll work too.
that way I can make the boss seem even harder

alpha 2 would be released before the end of the year, i'm using the unofficial builds and it's fine.

It could still be a while. But it's getting closer, the main focus right now is finishing up C# and bug fixing.
I've been using an unofficial nightly build from here bintray.com/calinou/godot/editor
And to be honest it's pretty stable. The bugs I've encountered were more like minor inconveniences, nothing game breaking.

Please respond
Do I need to upgrade Game Maker again??

Don't bother with GMS2 it's a dumpster fire

Some pots colliding with enemies, almost final, missing enemies damage particles creation.
Not much left to add/fix in the object grabbing and throwing front, far as I know.

thanks

How is it for 3D? I'm making a small 2D game right now, but I'd like to use 3D later.

i'm using it for 2D too, can't help with 3D.

I played around with the 3D a bit, it's definitely better than it was in 2.1. But I don't have much experience with 3D in general.

does GM have some way to do slow motion built in or you do that on your own?

Holy shit it is REALLY hard to make sprites work in TINY spaces

and aside from a sword and a red ball I don't know what any of this is

Had to do it, any movement has to be multiplied by either just a frameTime variable if it can't ever be slowed down/sped up except for when framerate changes, or also a motionTime var if it's affected by slow-mo, plus characters have their own timeDilation variable so that they can be slowed down or sped up independently.

Various gems to indicate ammo

Anyone ever get concerned about being associated with Veeky Forums?

Anyone ever made game in Golang?

No. No one cares.

someone at a convention asked if my game was a Veeky Forums game and I started sweating profusely

I was literally beaten to death because I posted my game here

>Huh? Yeah, I hope it's a fortunate game

Whoa man, giving me some Ranger X flashbacks.

Veeky Forums has a pretty good gamedev rep actually. People really like Katawa Shoujo.

I think this has great potential

me too

Thanks user! That was one of the inspirations for this level, that and Thunder Force 5.

Looks very smooth and polished for a gamemaker game. Keep it up.

>Veeky Forums has a pretty good gamedev rep actually
lol

you ever heard of a little game called Minecraft?

Veeky Forums has no gamedev rep. Sure some big games have came out of here but no one really knows that they were posted here nor do they care. AGDG is a pretty small group.

I can beat DoDonPachi with 1CC and I think your game is too hard.

Thinking of making some models and animations in blender for a small project in unity where i try and learn how to make a walking simulator.

First time using blender, so curious if there might be any problems using it with unity or if you guys think it would be a good learning experience.

Not trying to make a full game obviously, just looking to learn how to make levels, interactions, and characters though they may be low-poly.

No homing eagle heads?

There are tutorials dedicated just to using unity with blender. youtube.com/watch?v=DiIoWrOlIRw

>homing eagle

Not that user, but what's a cc?

>meme-poly

That's the idea. I think I can 1cc Progear in my sleep at this point, so I wanted something that could challenge myself and others without going full danmaku.
And the demo was just normal mode, wait till you see the other two difficulties.

Later in the level there are I might put some in that section though, it's a little barren.
1cc means 1 credit clear, ie no game overs.
You'll have to do it to unlock stuff in my game. Have fun 1cc'ing all 3 difficulties as one continuous gameplay session

should someone be entitled to the ending of your (finished) game if they buy it

They can find it on youtube

no
youtube.com/watch?v=0mn-4y8YrU4

If you want to make a 3d game focused on melee combat, you need to have your model an animations first, wouldn't you? If you're going to use the system where things trigger at certain points in an animation at least.

Have you been commenting your code, agdg?

unless you're creating a tool that you'll be sharing/selling. This amount of detail in the comments is unnecessary and a waste of time.

the idea is to use shitty placeholder animations and/or models until you have your combat implemented, and when that's done you replace them and focus on making it fluid.
it lets you have something to work with while not taking too long to make stuff.

>we
You're alone
No one will ever read it

Much appreciated.

Going to start making dragon dildos now.

That ought to teach you to teach people how to learn.

is the one dollar rpgmaker on the humble bunde right now worth it

I was thinking of joining a game jam one day.

But how much experience should I have before I even try, without disappointing my team?

does this count

make pong

>Have fun 1cc'ing all 3 difficulties as one continuous gameplay session
That's stupid.

"no"

I'm just thinking if how I'd implement a combo system, and it probably involves having all the potential animation chains available to me.

Pong and Snake are the usual dev starting points. Familiarity with common engines is nice too.

For real? Nothing else?

>team

Safe to say you aren't the intended audience then, for better or worse

how long have you been programming?

VX Ace has some big drawbacks compared to MV, like for example it locks your game to a 4:3 resolution. But sure, it's worth it for a dollar if you want to try it out.

It's weird that the put all the older versions in higher tiers. Do people still use 2003?

i NEED a game idea

Tower defence

mmo thats fun to play by yourself

...

2k4life

If the game is gonna be that hard please put in some kind of stage/boss practice mode that gets unlocked once you reach each stage or boss.

Danks

police officer game but the police officer is an anime girl

stalker with lolis

I think that sort of thing's a lot of fun. It's an endurance match against the game. And it unlocks something cool

Depends on what you consider programing. I was making romhacks when i was 11 or so and I wrote some Genesis homebrew in 2014-15, but my first actual game was pic related witch was basically practice for Devil Engine.

You can start from any stage you've gotten to, but it will invalidate the run for unlocking stuff/high scores.

Basically, your code could look like this.
hastebin.com/otulupuvon.cs
Self-documenting and succinct. I also improved how you compute relativeCoordinates because a Vector3 implicitly converts to a Vector2 by discarding the z component, which you do anyways.

Thinking is not enough, at some point you have to take action

Did the notepad really go that much to crap? I know some ass wiped it out, but that can be fixed with time.

Only games that came from Veeky Forums that actually have a reputation for being from Veeky Forums are /vp/'s games.

A hybrid strategy-fighting game where each of your character's limbs are treated as a different unit.

That's very helpful. Thanks, user!

>but that can be fixed
Are you going to be the one to fix it several times a day?
It takes no effort for some shitposter to just wipe it. It's in the OP so you don't even have to enter the thread, someone cruising by could meme it up
I'm not sure what the point of it is
What value does it really add like this?

One more thing: you mention in a comment that you assume that the coordinates are in bounds, but then you clamp to the bounds anyways. You could get rid of the bounds clamping and document and check that assumption by writing it as an assertion. The benefit is that, if your assumption is correct, it's more efficient, and you can typically remove assertions automatically on release builds if you're confident (through testing or analysis) you don't violate the assumptions.

A platformer/VN where you're platforming on the text, and your choices in route to take through the level change your responses.

But what about the CGs

bullet hell autoscrollers

>Realize I have RPG Maker VX ACE

How terrible is this thing really?
I want to make an RPG, horror based, and all I know how to do is some limited Godot bullshit (fucking hate that useless engine).

Should I be using GMS Studio Pro 1.4 that I have instead?

That font is disgusting kys degenerate.

Can RPG maker do everything you need? If so, use it.
If not, use another engine.

Time to start work on the chainsaw replacement