/agdg/ - Amateur Game Development General

Voxels edition.

> Next Demo Day 17
itch.io/jam/agdg-demo-day-17

> Halloween Jam 2017
itch.io/jam/agdg-halloween-jam-2017

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

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

> Coming later
Lewd Jam

> Helpful links
Learn algorithms: coursera.org/specializations/algorithms
Learn maths and physics:
khanacademy.org/math
khanacademy.org/science/physics
Learn graphics: opengl-tutorial.org/beginners-tutorials
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/HPqCFinR

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
Construct: scirra.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:

fiverr.com/users/xazotak/
twitter.com/NSFWRedditGif

is cgcookie a meme?

Has anybody here made a game in Rust or Go-lang?

Curious if either are these the way to go.
Tried Rust+Piston before but Piston doesn't seem like it has good documentation.

Goddamn voxels look fucking beautiful.

Is there a way on ich.io to "prepare" your submission without actually submit? I just want to prepare my stuff and maybe fix a thing or two before the 31th.

A game where you play as damsel in distress and wait for your white knight in shining armor to save you.

thanks, it took me 1000 hours in minecraft.

Plz hire me to help with game dev, I do things
fiverr.com/users/xazotak/

Also, where does Vulkan lie between cutting-edge and bleeding-edge?
Last time I checked, there was next to no documentation so I learned WebGL instead.

I've been working on a visual novel for a while and even though I'm mediocre at both art and writing I've got a nice following and I even make money on patreon.

Follow your dreams guys.

So basically Paper Mario Princess Peach: The Game?
Sounds pretty good actually.

Probably has fur in it.

post patreon

post your feet, vine.

Okay so I'm wondering about what I should do for, say, ranges of stats.

I'm sure most people are probably used to having, say, 1 to 100 (int), not 0 to 1 (float).

Right now in the C++ code I have most stats as floats in the range -1 to 1 or 0 to 1
(ie submissive vs dominant is -1 to 1, but blowjob ability is 0 to 1).

However, in the loliscript dialogue stuff, I am referring to things scaled to other stuff.

Like orgasm, arousal, etc is 0 to 100.

Should I keep it like this, or would it be fine to refer to floats in the dialogue code?

As a programmer I think 0 to 1 is better, since you can more easily, say, multiply it by scalars.
ie addSexExp(500 * sexAbility(Anal)), but it's more cumbersome to do 5 * that, or worse 500 * (sexAbility(Anal) / 100).

It's also a bit more work too in code, like:

registerFunction("loli", "getSexAbility", loli, &Loli:getSexAbility);
vs
registerFunction("loli", "getSexAbility", [&loli] { return loli.getSexAbility() * 100.f; });

however, 0 to 100 seems more.... natural.

I mean this is just for the external dialogue scripting (which at some point may be written by people other than myself).

For in-game display I can always keep one or both in 0-1 float, then for displaying menus just change it at the presentation layer.
I mean that's how it is now, it's just that the data-layer dialogue scripting layer has the conversion too.

Pic related, an example of it in use with 0 to 100.

I feel uncomfortable reading this
In my pants

I don't want to be associated with this type of game. I wont be posting progress this thread.

Started working on the first “spell” in the game: “Impaler's Sanctuary”. A spell of create spear wall (in a circular formation). It doesn't have the appropriate visual effects yet, and the spear wall is supposed to get damaged when hit, and would break when hit enough times.

It can be used defensively, to give yourself space when surrounded (as they rise up, they're supposed to deal damage to any nearby enemies and push them back), or offensively, to trap enemies inside until they destroy the spear wall with their attacks.

I'm not yet sure how spells will cost you. Whether they have a “mana cost” and you having mana points, or if instead you have a limited number of times to use it that recharge when you rest, or something else entirely.

I'm also not yet sure about the controls for this. There will be many of these weapon-based spells that you can cast. I'm thinking the D-pad on the controller will let you select the active spell, and something like R1 or R2 to cast it. On the keyboard, I’d just have them on the number keys, like in MMO controls.

>detailed post discussing the nuances of game design and programming
>it's lolisimdev
evrytime

>peter molyneux
>andy morin
I see no difference between these men.

Deving games and not deving games are the same exact thing.

Your Dark Souls clone is looking better than actual Dark Souls.
Good job my dude, you bested the shitdevs that made that trash.

Any more pearls of wisdom you could share with us, oh great Confucius?

You won't be posting progress in any threads.

Looking great user

Yes, in-fact. Everything is the same, existence and non-existence. Whether you are dead or alive, it still is the same thing.

>make DS clone better than DS
>bring it to market years after from dropped the series

Then people may not refer to it as a DS clone and could possibly respect and like it in it's own regard.

It's all up to your deving though. It looks pretty good so far, nice dungeon RPG.

cool

>you will never create a game during the early 2000's AAA golden age
>you will never create a game during the early 2010's indie golden age
Why even try?

How about you shut up and make a game right now

>ywn create a game during the 2020s VR renaissance

>extern outcome too lewd
>dedicated string to account for various vaginal descriptions
>cum.dlg
>player:sexAbility(Molestation)

This is far to pedophilic for me to ever enjoy but I salute you as a god among men, lolidev. I wish I could help more but I only know babby scripting languages. Also, you missed "writing in pleasure" in one of the strings.

>lewd jam
Reminder OP is a shitposter, lewdjam has never been a thing in agdg and even when they forced it a whole 2 people entered. OP (the shitposter) hates gamejams of all kinds and hates agdg.

Does this help?

>it's another loli sim rape dev making shitposting OPs and samefag praising himself year
Don't be annoyed with him, this is literally all he has in life. Being run out of agdg in 2015 was utterly devastating for him.

...

Stop samefagging and pretending anyone gives a shit about your meme nongame that will never be done.

What's wrong with you? No, not your meme game, you're not interesting or edgy and nobody cares. What's wrong with you in particular that you feel the need to bother agdg with the minutia of your bullshit? Is this how you validate yourself knowing you'll never actually have a game to show for your autism?

>VR renaissance

And lolisimdev sourceposting in 3...2...1...

>dialogue in if/else
you can't be serious

Switch case is too scary for him. B-but don't forget he's a super genius programmer because autism and memes!

>dedicated string to account for various vaginal descriptions

It's just to add variety. There's the dickWithHardness() one too. Pic related is the one you saw.

>extern outcome too lewd
It's basically a way to make it so if she doesn't feel comfortable in the situation (too lewd for her) she'll say certain stuff, like "I don't like this game...", etc, or she'll go off and tell her mommy. It's just easier to store it externally in a single file and reference it in the lewd files than it is to write it everywhere.

I did think of having some category/inheritance system for the dialogue nodes though, like a "lewd" one or a "talking about school", etc to reduce even having to write stuff like "extern outcome too_lewd", etc.

>I wish I could help more but I only know babby scripting languages

Well, having people write the dialogue/event scripting would be nice. It would just be written in loliscript like you see in the pictures. Only the actual game itself is C++.

>you missed "writing in pleasure"

Thanks! I meant writhing, not writing. Fixed that.

My only posts are and You must be new here. With a game like this, there's no need to samefag to get replies.

Well, if you actually read the post, I wanted to get some feedback on whether I should keep the 0 to 100 or move entirely to 0 to 1 within dialogue too. How about instead of complaining, you give an answer?

[too long]

bi-weekly reminder that plot isn't a throwaway element to your games. It can determine the premise, style, and appeal of your game. Proof? walking simulators with no gameplay still sell well due to their promise of something different from the norm. [but please no make walking simulators]

Is this your idea of a state machine?

Your work is shit. Shut the fuck up and kill yourself you waste of Canadian oxygen. Or do you need another 2015? You're getting awfully mouthy and demanding too much attention again.

Got any tips on writing interesting stories? I've always been really terrible at story telling so I don't even know how to make something simple and short.

This is sick, stop posting.

>I wanted to get some feedback on whether I should keep the 0 to 100 or move entirely to 0 to 1 within dialogue
How about you fuck off and stop asking Veeky Forums to pay attention to you just because you're desperately cramming 2008 pedophile memes from /b/ into a game? Nobody gives a fuck about you or your nothing game. Kill yourself and resume shitposting to "get back" at agdg for kicking you out.

There's no switch statements in loliscript. And most of the places I'm using if/else are not good candidates for switch, except the random ones (ie switch (random(4)) case 1: , etc.)

What would your suggestion be? I do have the attributes {} blocks to do macro-level decision-making (ie you provide a few outcomes to a dialogue node, and then it just finds the one whose attributes best matches the loli's attributes, then uses that one). And then within a single outcome, I use if-else/etc to do more minor differences, since it would be completely ridiculous if I used that other system that extensively. I would end up with a million tiny outcomes across a million dialogue node files!~

Some context:
Loliscript message blocks are evaluated in lock-step (kind of like coroutines) with the main game thread. Basically it displays text, then once it hits the next msg() call, or fork() call, it halts the loliscript interpreter and then resumes the game until the user hits the next button (". . ."), then it repeats again, running the loliscript interpreter until the next msg()/et call.

For dialogue? It's similar to a state machine, yes, given that it's basically one big dialogue digraph. It's mathematically equivalent to a state machine, with outcomes being states(vertices) and the combination of links -> attribute{} matching being the transitions (arcs).

Thanks :)

2015 was a good year. I put out two demos and got an artist (although they disappear for too long at a time). Also made major refactors to the AI, added in daily schedules, externalized a shitload of data, etc...

I give a fuck

>With a game like this, there's no need to samefag to get replies.
Right... your """game"""
Yes.

>switch case
sure but even then. Would be a lot better to use a XML or something

>I'm using if/else are not good candidates for switch, except the random ones
Except you did use if/else to iterate random values. Because you're a punk bitch.

Made breakable objects

The anims are temporary, artist is currently working on finalizing our MC sprites

I currently have a very small amount of hitstop, is it noticeable?

I like LRSP more when he is sourceposter. This "game" is honestly more boring than his source spamming was.

Half of writing can be done through interesting premises and respecting your audience. Respect your audience as in don't just exposition drop everything on their head at once. As they say, you should show and not tell the plot of your story. If you're making a story about elves discriminating against humans or something, SHOW and elf bullying a human or kicking them out of their store, don't just tell the player. Games are even better at this, because you should be able to get the player to actually feel the experience themselves. To tie into example above, show the human player character paying 1000 gold for an item and an elf getting the same item for like 200 gold or something like that. Kind of a shit example, but if the players were paying attention to their in game inventory they'd feel that burn pretty hard.

As for interesting stories, this is the tough part. Almost all the 'best' stories are about shit everyone goes through and experiences, but can be done through any kind of setting or time period. Star Wars is practically a word-for-word recreation of the hero's journey story arch despite being in space and with magic jedi.

What exactly are you looking for to write 'interesting stories'? Do you need help with anything specific or are you just asking around? If any of this is having an impact on you, just remember that video games need interactive stories at least partially to be good.

>draw out plotline and setting
>scope out cliched elements and change them to subvert expectations
>repeat steps 1 and 2 several times
>figure out how most of story will be delivered and revise story again(explanatory dialogue/cutscenes a-la persona, cryptic hints, narration, etc.)
>look at significant scenes in your story and visualize them to music that would fit the tone.
>find ways the scenes could be more impactful, unique, and memorable

Any ideas in mind? I could help give you more concrete tips for a good premise.

what do you think of code like this?

It's already all external files. This isn't a part of the game's code. I did think about it being entirely data with zero control flow, but really it didn't seem like the best decision. I decided to have it be minimal control flow instead.

Considering how it's evaluated as described in it works pretty well for writing out the entire sequence of the event.

I've seen other systems and they basically end up having the same data/flow, but in XML kind of structure, which didn't appeal to me.

Can you give me an example of how you would do it? Maybe I was just looking at bad examples of other people doing dialogue definitions in XML-like languages.

Thanks in advance.

Well no shit? I said those would be cases where it could be better to do switch statements. Really though, it's not much of a difference, and in 1-liners where you have fall-through, the switch is actually longer. I use switches in the actual C++ component of the game when it makes sense (enums, etc).
It's such a minor difference for something like this that I never bothered to implement switch statements in loliscript.

...

I want to make a legend of mana clone but don't have the art skills
So I'm making other shit with less art needs
But I'll stay sad about it

I thought your game was meant to be a rape sim?
The lolis seem awfully into it in all of your dialogue.

Why don't you find an art partner and make the game you want, user?

I'm not competent in programming enough yet, so I'm focusing on learning those skills before I put any pressure on anyone else.

Organize it better. Figure out what you want to do and write a framework (like) thing, because this looks like a clusterfuck.

>Really though, it's not much of a difference
Well no shit? You're making a """"""game"""""" about a topic nobody gives a shit or wants to hear about and you're going nowhere with it. Nothing you are doing or saying makes a difference. You're worthless and so is your game you keep spamming about. Kill yourself.

im not looking for advice just wanted to know what people thought

youre not better than me

Fuck JSON, fuck it fucking sucks holy shit fuck JSON right in the fucking face!

A legend of mana clone is the kind of game that would get insane (You)s on social media. The artist would be the face of the game. Anyone good enough to pull it off probably shouldn't partner with a programmer

>youre not better than me
:^)

This is also true, and another reason I don't care to try to make one.

>im not looking for advice just wanted to know what people thought

Oh, well, in that case, your code outright triggers me and fuck you.
Errr... I mean I hope your game is coming together nicely and good luck developing!

its coming together very nicely im almost done with it, thank you

There's actually an ----->RPG maker game

why? are you jealous?
where's your game?

who fucking cares

im triggered cos i actually have self steem and care about my game enough to not use the default assets of RPG maker. if i gave no fucks i could have sharted out a game like this with tits and made a lot of money in under a month of work

So you have no game

>if i gave no fucks i could have sharted out a game like this with tits and made a lot of money in under a month of work
there are a thousand different "i could have done that" games on steam. but you fucking didn't!

the good news is, there are a thousand more that haven't been done.

i do, but nice meme that nodevs use

you sound like a petty, vain person.

There's options for both. There's also a (only just started writing though) scene where you can push them into the ground, tear their clothes off and force it in.

It will depend on a lot of stuff. Bear in mind that while they can seem willing, there an be a lot of manipulation, etc going on.

Plus even if they're super-willing it's still legally rape due to them being lolis.

Have a nice day.

People are looking at the (presumably original) hentai art, not the background art. Why should they care about the tiles? Do you fap to tiles, user?

Do you want to get rich? Or do care about your craft and want to do things the right way, whatever that means to you?

Don't get salty if you do things your way and you're not getting rich.

yes, in fact you have to, you can't submit before saving as draft

I know your pain, friend. I see competitor games take all kinds of shortcuts and fakery, and they are making money while I get food donated by a church

If you can do it, then do it.
That one month can then finance your real game.
No need to associate it with you either

Good to know, thanks

why not both

>porn sells post #209858283094
yaawn

>have to skip an entire thread because of fucking pedophiles that don't get deleted on site

this place fucking sucks

Eh, fair enough. Fuck it. I'll learn RPG maker and set up a patreon or whatever. Anyone have a non-batshit crazy fetish that you feel unfulfilled by h-games?

>if(loli:sexAbility(Oral) > 40)

jesus christ rofl

how new are you to Veeky Forums?

Lolis

Pretty sure I can't sell that on steam and there are plenty of loli h-games already

Good luck! It won't be as easy as you think.

A game where you are a faithfully married man and you have to stop men from cucking you while trying to cuck them.

On that note, I thought porn games weren't allowed on steam and most games with porn needed like something extra to be downloaded to unlock that sort of content?

It took me the whole day, but I finally figured out how to save game data using Json files. I feel so retarded.