/agdg/ - Amateur Game Development General

Halloween 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

> GitHub GameOff
itch.io/jam/game-off-2017

> 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:

store.steampowered.com/app/321830/Cavern_Kings/
kickstarter.com/projects/764339878/jack-and-casie
wisdomgroup.com/blog/10000-hours-of-practice/
twitter.com/Colonthreee
youtube.com/watch?v=oS8DpNRn6wA
godotengine.org/article/dev-snapshot-godot-3-0-alpha-2
lythande.itch.io/the-ladle-fly
cgcookie.com/articles/bit-depth-how-compression-affects-normal-maps
twitter.com/KestrelmMoon/status/923778463424581632
twitter.com/NSFWRedditGif

How does my trash mobile games UI menu look? What does it need agdg?

AHHHHHHH FIRST POST 2 HORRIBBLE AND SPOOKY

I'm sure. I've tested it as the only thing in the scene. I've put a debug line in there. It's not even specific parts of it that don't trigger. It happens at random.

Knightdev, where art thou?

proper thread here:

So I would like to make a game, not for sale or anything, just using some really basic MSpaint art. Game would probably just be really weird walking sim style game, maybe a little puzzles or combat on the side, don't really know yet because I've never made a game before.

Where's the best place to start learning how to program and making this very simple game into being?

...

>look at me repost old gifs to try and keep my shit thread in relevancy
seeing you samefag some of your threads into actual use was some of the most pathetic sights i witnessed on /agdg/, only behind source samefaggotry

Something smells... one might even say... reeks...

> Thread is shit because the OP posted image I don't like
Only autists care about the OP image.

What are the chances of becoming a game composer in this thread?

Aseprite

Your chances of becoming a composer of shit are very high.

Is Bullet really worth it for a game engine? I thought it was mainly for particles

Tech alone I'd go with physx. If you need any form of community support go with bullet.

Even for making something like a physics-heavy platformer? I heard PhysX was unstable.

It's nice and peaceful here.

Indeed. If only I could stay here forever

Is this what it means to find agdg nirvana?

What?

God I want to impregnate this girl (female).

that is a masculine boy

Piss off

Love 2D?

No, Godot.

I prefer subl3 over gui so yes

Why?

Unity > Godot

Get it?

Because all female gamedevs are whores.
Also there was a major power struggle / implosion in AGDG discord a few days ago, not sure if it was mentioned here.

Learn C++ and SDL2

I suggest using the Lazyfoo tutorials for learning SDL, but you need to learn C++ first.

C++ will take 2-3 months to learn well enough to make a game if you work at it, at first it will seem like a chore, but the more you learn the easier it gets, and after a month or so you will amaze yourself at your ability to look at code, and instead of it being nonsense you'll actually be able to understand it.

Learn C++, then learn SDL2, it's about 6 months of hard work, but by the end of it you'll be able to make any kind of game you want.

What was it?

...

It's kind of a long story.

Vine, the main admins decided to leave AGDG, put Keeps in charge.
Shout and Ghor, both mods, got into a fight, Shout blamed Ghor for ending Vine's kickstarter career, because Vine used Kickstarter money to hire Ghor to work on Cavern Kings.
store.steampowered.com/app/321830/Cavern_Kings/
Ghor is working on Risk of Rain 2, and wasn't able to finish working on CK, and Vine (dev of CK) wasn't able to deliver multiplayer because of it, so Vine left AGDG for reasons, passed leadership to Keeps, Shout and Ghor got into a fight and were both demoted, Shout aired dirty laundry in #nodev (the general offtopic channel) about how it's unfair they were demoted, and how they hate slow, because of when Scribblehatch was banned. (Shout just had a successful Kickstarter) kickstarter.com/projects/764339878/jack-and-casie
Which he credited AGDG for it's success.
Shout went from being an admin to being banned from the server, because he was trying to cause drama, Ghor demoted, Vine left, Scribblehatch banned, Keeps is now in charge and doesn't know what he's doing, and the mod team has been cut in half.

FUcking nigger skeleton. I have no motivation to dev now, nigger.

Get back to work, nerd

couldn't give less of a shit about your fucking drama
Post games or talk about game dev, not about this boring shit no one cares about.
What's the point of comming to an anonymous imageboard and attention whoring this hard

>Telling somebody to learn SDL instead of just using godot, game maker, or any other actual integrated game engine

Why do you need an integrated game engine for a simple as fuck 2d game

This,

Just pick up SDL2 or even SFML (if you're a scrub)

Hi Weaver!

daily reminder that 3 daily hours of practice will mean 10k hours in 10 years.
6 daily hours of practice will mean 10k in 5 years.
10 daily hours of practice will mean 10k in 3 years.

Why specifically 10k?

wisdomgroup.com/blog/10000-hours-of-practice/

Imagine you have a 3D physics intensive multiplayer match based game.

How do you handle the server side? A new unity instance for each game?
Do you make a custom protocol that doesn't require a unity instance?
Do you do physics server-side or client-side?

I haven't posted game stuff here in a while because I haven't had the time to work on games recently, but here is a small game I am working on right now. (Well I hardly post on Veeky Forums at all, except for /vr/, got to stay true to the lowest poly games.)

The car is under 900 triangles in total. It also has a detachable roof and a gun tower mount. I am trying to make it look and feel Interstate '76-inspired.

Anything gameplay-wise should be common for all players, and it should be up to each player's connection to handle it.

Yeah but, do you create a unity instance for each match?
For a big game, it seems like a lot of resources.

real talk, do you keep talking shit on your game to try and avoid admitting to yourself that you're just being a sellout?

If so, it's not your fault. you need money for food!

Got an external?

anyone looking for an artist?

twitter.com/Colonthreee

I mostly do Quake 2-level editing now.

Some dungeon builder game im working on.

After working a bit in Unity with C#, i have a question, Do you guys remember all the functions and overall the syntax or do you copy it from your previous work/the internet? It seems fucking impossible to remember all the quaterions vectors rigidbodies raycasts transforms etc.

I don't even have to remember. I learned how to use unity and C# in a couple of days when i was drunk.
Never had a problem with it since. Its just math user.

Looks good, post it in the real thread
>all
I use C++ and the standard library is huge and you're unlikely to touch most of it, but I know the stuff I use

Seriously? Why?

This is the real thread.

Sent ;)

>standard library
>for performance-critical code in videogames
uwot

>tracks comfy game is still not in steam games list

youtube.com/watch?v=oS8DpNRn6wA

Thoughts on this? How much of an improvement is it?

godotengine.org/article/dev-snapshot-godot-3-0-alpha-2

>C# support
unitybabbies have no excuse any more

Isn't GDScript easier anyway?

Also, has anyone here actually tested out the custom libraries?

obviously you use plain arrays and things like that as much as possible but if you need a resizable array or a hashmap why not. and there's nothing wrong with things like std::copy

I'll never understand why people refuse to just use gdscript

Python is for Poojeet.

Why would people want to learn a language that is solely useful for godot? I am waiting for python support to start my next game even though they're similar.
>using microft language
!>callimg anyone else a pajeet

How come

godot explains why the language exists in the first page of the official guide.

GDScript is almost identical to python, you could learn it in 30 minutes but you're just wasting time waiting.

He's just making excuses for being a lazy shit

>public class HelloWorld {
> public static void main (String[] args){
> System.out.println("Hello World");
> }
>}

My goal is to be able to animate and compose feels. I don't know why but I want to make people cry/breathless more than I want to make people have fun.

Godotfags, what the hell is this?

wtf. I post there from time to time about my progress, and help out noobs with technical questions, but since I oftentimes don't bother to run discord because memory usage on my PC gets high as it is whenever I dev (lots of programs open, I'm a mess when I work), I didn't realize there was all that convoluted drama happening all this time

a file system

Godot devs are part of The Scene, don't use it unless you want your game pirated.

A scene contains a root node and any number of child nodes. A scene can be instanced and added as a child to another node. All of these scenes and nodes together make up the scene tree.

That image is misleading, it's not really different from any other engine.
Prefabs in other game engines are also just serialized scene nodes.

The fun never stops.

Is this a real thing? Is Monogame/Opengl better for security?

Anyone tried Alpha 2 yet?

user is joking

all games can be pirated

it just means you can nest them properly

But then the new version of the engine will be out by the time I'm done, the game will probably better if I wait for 3.0 and focus on studying programming and graphic design until then

Why would you want to do that though? What's the point?

>sackboy-pumpkin-face.jpg
what is this? are we sony now?

lythande.itch.io/the-ladle-fly

kek, that's not even an aggydaggy dev, just a multijam spammer

The shitposter scrambled to make an early thread and just grabbed whatever image he could find.

not yet

in gm:s how can I set a instance as a variable within that instance? like normally you can do something like inst=collision_rectangle(...) and then do stuff with inst but is there a simple way to do it within an instance?

I tried obj_player.inst = self but it don't work. I know I could just draw a collision rectangle the size of the object and then not enable notme but I'm wondering if there is a better way.

not to mention this thread was kept up all night alongside the old one so it could be used for further shitposting

Another interesting article on normal maps just released:

cgcookie.com/articles/bit-depth-how-compression-affects-normal-maps

wow, fuck you and your name, now I'm craving for some shawarma

I'm glad I don't have to pay $21 a month to read that article.

twitter.com/KestrelmMoon/status/923778463424581632

Thoughts on creature runtimes?

Cool I guess. But I wont be paying for Creature.

turns out obj_player.inst=self does work, I'd made another mistake