AGDG - Amateur Game Development General

VR Edition

> Play Demo Day 16 itch.io/jam/agdg-demo-day-16
> 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
youtube.com/watch?v=XptlVErsL-o
twitter.com/AnonBabble

Fuck off

Explain why you're making your game anons !

one day /agdg/ will have to stop
you know that, right

I'll just post progress while the previous thread is going down.

>learn
>make money (o-one day m-maybe)

I had a simple idea and felt like I could make it real.

Because I can't find many games of the types I want to play.

my religion dont let me work on Saturdays

animation portfolio piece, and for fun.
if someone else finds it fun if i ever finish i'll be very happy.

>no official /agdg/ notepad
shame on you OP
etherpad.net/p/agdg

It really feels like I'm a proper Minecraft Youtuber

1. not agdg
2. way too long, stop around 3 or 4 seconds

are you implying my god-blessed trailer making progress is not proper game dev

Ignore him. The longer you make them wait for your video the more they will value it. Look up the sunk cost fallacy. If anything you should make it twice as long.

Got my sentry gun working properly. Now I need enemies to target it and a gun to deploy it.

Why do the LPC character sprites draw the attack animations happening in two different hands? Up and left use the right hand, but down and right use the left hand. Is it supposed to be like this or did they fuck up?

that's called lazy mirroring

This looks fun, I want to see it on the next demo day

It's not that hard to guaranteed sales. Let me show you.
>a game about an AI-equipped piece of automated industrial machinery and a sex robot that fall in love with each other
>2D side-scrolling tag-team puzzle game
>the machinery can interact with mechanisms and other machinery in the environment; also can strong and smash things if necessary
>the sex bot can manipulate objects and controls made for humans; can also manipulate humans
>the goal is to escape the human world together. Humans themselves become fodder along the way
>the sex robot cannot stop squirming over how big and strong and sturdy her lover is the whole time

Did you just watch the new Bladerunner or what ?

Back from the dead once again.
I'll finish the other game I swear.

Also how does one deal with a lot of objects making sounds?Just make a "crowd" sound and then increase the intensity based on the number of things making sound?

It's annoying but I'm no sprite artist, I could probably make some malformed looking arm thing but has anyone else already done something?

Thanks, I'll definitely have to make another demo. The first one is pretty crap in hindsight.

>sentry gun in a single player game
Yeah I want this. I like this kind of thing because it acts as an alert system to where enemies are nearby.
That muzzle flash is too much though. It's masking the bullets themselves. Visibility/intelligibility is paramount in action games. Also the bullets you shoot seem a little slow.

Your idea seems good, better than having loads of separate sounds playing at once and ear raping the player.

No don't spoil it

Recently I been interested in optimization. I want my 3d game to run on the lowest end toasters like cheap laptops and all-in-ones.
But what's the best way to approach to this? is it like in old consoles where you have a limit on how many polygons can you put on screen and how large can the textures can be?

1024x1024 is the largest texture a toaster can handle, as for polygons count it depends, you should go for maximum low poly, it's mostly shaders and particle effects that slow down 3D, not poly count

Nowadays the big performance killers are post processing, overdraw/foliage/translucency, shadowed lights, fancy materials, texture sizes are fairly insignificant as long as they fit in memory and mipmaps solve that.

Things like LoDs, HLoDs and mesh instancing help with polygon counts.

Are you doing a sword swing game too?!
me, one move user and a more serious indie studio are also doing the same concept.

Indie one looks quite sick.

Minimise draw calls.
Use a profiler to analyse resource usage and identify optimization opportunities.
Ensure you have knowledge of how and when memory is allocated and freed in the language you are using.

Tired of these green goblin looking shitty mechas cluttering your view ? Just fucking wipe them out.

Seconding the question. I'm not dealing with huge crowds but hearing the same explosion sound twice at the same time is just ugly and annoying.

It just lacked polish (and healthpacks) in all honesty. The other, kind of annoying thing was how you had to keep dodging to stay alive (kinda hypocrite to say since mine was the same), but that should solve itself out with proper levels.

this lockhair is on some dank shit

Good to hear. I think sentry guns will be popular.
And yeah you're right about the muzzle flash, I made it half the size and it looks much better and clearer. I made the bullets slightly faster but I don't want them to be so fast that you don't need to lead your shots at all. But making the bullets faster also makes them less like the buster shots so that's good for variety.
Thanks for the feedback.

A VR game where the world is starting to turn into anime and you have to stop it

that's a
B I G
sword

for you

send bald, aging space marines to fight them

I think it keeps vanishing randomly because it's kinda shitty atm.

improve my social life

Well yeah but the polish was so bad it was almost unplayable. It also wasn't that interesting but real levels should help fix that too.

I really like your missile lock on, too. It's like the Sonic Adventure 2 one but with better controls.

I just want to make a game.

Very interesting, I'll have to experiment with these things in mind

It's an old dream but also it's the only way I can think of ever making a decent living that isn't working 40 hours a week for crap pay.
Social life? How's that gone for you?

Just real life then

Can we get an /aadgd/ thread? /agdg/ would be so much better if anime idiots were contained elsewhere.

>tfw you want to move on to another project but finishing takes forever

AGDG is the anime containment thread

Is he right?

@191618059
Kill yourself.

>@

I guess he was right if you're getting this butthurt.

Why does googem think loli is child pornography?

most normal humans think that

I don't suppose anyone has experience trying out Unity's Multiplayer service?

I have the feeling I won't be able to avoid using it if I want people to actually play my game online - I'm not sure how many people actually know how to do port-forwarding and such.

I wasn't asking you, idiotic australian.

Any godot devs know why this isn't working?
On the scene above I do Scene -> Convert to -> Tileset but the CollisionShape doesn't get carried over

it should be
sprite -> collisionbody -> collisionshape
make sure you turn off merging when you save it

>right click in Unity isn't context sensitive
>you need to select an item and then go all the way to the top left to edit that selected items properties, to duplicate it for example

wow. So this is the power of unity. Now at last I understand why this is more popular among indie devs than UE4.

>what is ctrl+d
and you can right click to duplicate. I'm not sure what you're talking about.

I wanna make either a turn based strategy (like x-com or ff tactics advance) OR a roguelike. which would be best for either?

>most popular game on steam is made with UE4

Really activates the almonds

Risk of Rain is gamemaker.

Quick progress post. I have finished adding burst options for Lore. You normally choose which you want on the moth select screen but for the purposes of demonstration I switch mid play.
Burst types change the secondary function of your options/flames.
Burst 1 is a homing type (seeking blossom) that has low damage. It also lets the main shot curve slightly if there is a target within one and a half thick moths to the left or right of it.
Burst 2 is a focused beam (petal storm). It has the highest damage but a narrow range. You will select which you want based on the desire for either high focused damage or high screen coverage. To use burst simply hold the burst button (or focus+normal shot). Burst does slow down your movement.
Moving on to work on the second customization you will have for moth selection then I will return to preparing the stage for DD17 hopefully.

I'm talking about pubg you incel.

Oh you meant even non-agdg games.

woah, it's almost as if the engine that a game is running on doesn't determine whether or not people buy that game

Now it works even less

It also performs like hot garbage on high end rigs running it on the lowest settings.
But I'm sure that has nothing to do with the engine, right?

Yey, you are still here! Keep it up!

No one is denying UE4 runs like shit. However graphics is all anyone cares about, so moot point.

LADS

The children of the root node of the tileset scene are the individual tiles, So it's Node > Sprite (This is the tile) > Body > Shape.
Just follow the tutorial mang.

Nope, they are just bad devs. Look at fortnite, runs smooth as butter.

>devs are so abundant you can assemble a team of ambitious devs to make a game once you get rich
>let them hang out and make a game
>get to be the money and deadline guy

I am

I can see you making some money

total newbie here, why can't i click on any options in this category?

Thank you for the warm sentiments, user! I don't post often because it's been mostly art stuff and I really don't like reposting old progress over and over unless someone has specifically asked to see it. Hopefully I can start progress posting more often since it will all be mechanical/design soon.

Are those projectiles physical or particle effects?

Probably because you don't have a game object selected.

Mount and blade but Dwarf fortress

What part are you looking forward to the most?

youtube.com/watch?v=XptlVErsL-o

>the godot devs are here shilling again

that was the problem, thank you

Yea that worked thanks mang
I figured I didn't need the root node to be separate because it kind of worked at first

>getting this salty over someone mentioning a promising engine
No doubt your one of those idiots too stupid to get into 3D.

Is Google really a botnet?

GDNative
I don't understand or care about any of the advanced graphics shit

I'd be happy with just Bannerlord.

>/v/ being dumb again with another engine war thread

Fucking retards

None of them are telling me why I should use Godot instead of UE4 though

Where is your non-Godot game?

wonder if I could take the renderer from godot and use it standalone in my engine

probably would be a huge amount of work unless its super compartmentalized. well ogre isnt bad anyway

>I really like your missile lock on, too. It's like the Sonic Adventure 2 one but with better controls.
Closer to ZoE2's multi lock on to be honest. I haven't played it in a while so I'm doing it kinda from memory.
Fucker's gonna be annoying to make a HUD for though. I wish there was an easy way to make a raycast in a cone too.

I love your game

Godot for 2D
Unreal for 3D
No other engine matters.

It's not the engine. There are a ton of ue4 games that run fine. Pubg is just unoptimized af.
Fun though

If other games run decently then yeah it's not the engine.