/agdg/ - Amateur Game Dev General

Submit those demos edition!

> Demo Day 17 (NOW)
itch.io/jam/agdg-demo-day-17

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

> Current 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/PAX2PvrV
Previous Jams: pastebin.com/BdjWRwX8

> 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:

nathandearth.itch.io/decypher
streamable.com/w1nvz
itch.io/jam/agdg-demo-day-17/rate/190281
youtube.com/watch?v=9u7LHPfQpII
youtube.com/watch?v=jxVYMU30Xi4
youtube.com/watch?v=Zjm5U6GntqU
youtube.com/watch?v=46kgeePjnIw
youtube.com/watch?v=e9hEGC1kLPY
gamedev.stackexchange.com/questions/854/what-are-good-games-to-earn-your-wings-with
itch.io/jam/agdg-demo-day-17/rate/190451
youtube.com/watch?v=u-1I1z0Lz0Q
twitter.com/NSFWRedditVideo

...

wen day is not of make game, rember to make game

Let us practice 3D

>tfw your game doesn't have any gameplay yet

No Man's Sky dev you're not welcome here

it's """"sandbox""""

Tell me what I should model for practice, please.

a jinjo

tell me if I'm diplomaguy.jpg here, I don't have a lot of experience coding

I want a variable to flip between being 0 and 1 every time I check it. So here's my code:

if Thing == 0:
thing = 1
else:
Thing = 0

it works, but I can't help but think it's not very elegant and there should be a more simple way to do it

thing = !thing

thing = 0 or 1 whichever you want to start with
thing = 1 - thing
so if thing is 0 then 1 - 0 = 1
if thing is 1 then 1 - 1 = 0

thats only if he wants a boolean to flip between true and false
i think he needs an int or a float to literally be 0 or 1

that's what I meant, that makes perfect sense. Thanks.

...

...

the power of unreal...

11/13 :D

This is what happens when every model is literally 2000 polygons for a fucking cube with slightly beveled edges.

Not mine, but very smol

That's really cool user

bokube is unity thought, which makes this even worse(better)
lookin' good user

Today so far I improved pushback when taking damage, so it's easier to hit multiple times enemies that are getting pushed back.
Also implemented a balance variable (poise), the first attack on this enemy doesn't stop it from acting, but lowers his balance for a while and consecutive hits will do the pushback and action cancelation.
Got to get everything as neat as possible before making the first proper melee enemy.

Really cool, user

Can you recommend any comprehensive Unity course to go through?

I've dabbled in it a bit for a few years now, and I'm a pretty decent corporate C# programmer. I'd like to commit to it for once, but I get analysis paralysis - the "jump in, mess around, and just google stuff" approach hasn't worked very well so far.

nathandearth.itch.io/decypher

The 4 things I learned form developing this game in 28 days.

>1. Games that return lots of gameplay for little dev time are better to make.
>2. Planning is stupid, cause everything will change anyways.
>3. Write out time estimates for art, coding, designing, ui, etc. (accuracy isn't important, just get a rough idea of total dev time)
>4. Don't neglect late game! Good games are better at overlapping mechanics to increase complexity over time.

Leave me some feedback/criticism ehh?

is this a "maek gaem" sigil?

>analysis paralysis
deadline

it's bretty gud

jesus fucking christ bokube
HOW
HOOOOW
PUBG IS 8 GB
Cuphead is 10 GB

great job, I'll play it in a few.

can you give us some information as to what skills you started out with, and a rough plan for what you did in these 30 days?

Smash 4, a game absolutely stuffed with content, is only 16gb.
I thought I was bad with filesizes.

Hiring an artist to do the characters for my point-and-click adventure game, but it would be easier on everyone if I was able to do the backgrounds and objects and such myself.

Would it be easier to learn to draw or learn to use Blender to make 3d backgrounds?

kek

your twitter account doesn't exist

streamable.com/w1nvz

probably everything is compressed

>literally 10 times the game it's ripping off
wow

So much content

...

>that slap and squeal

haha........ gamedev :)

Download size isn't install size

sure

Should I continue to learn C# in Unity, or just switch back to Gamemaker?

thanks

I started out 11 years ago, I'm 21 now, making shitty games on yoyogames. Over the last 2 years I've been trying to get to the point of making a game worth selling.

Going into this project I felt my coding and art skills are good enough but my design is lacking. So this project was to practice designing combat and levels.

My plan was to code the base in a week, and spend 2 designing enemies/combat and 1 week doing level design.

if you're on the hobbiest level of gamedev and you can afford to lost some time learning something which may turn out to be useless information, there is absolutely no harm in trying out unity and C#
It might not be for you, but it might open some insights anyway

Must be the FBI, thanks for pointing that out...

neat

finally got my demo day build up. will finally go to sleep now. if any of you anons want to leave feedback like usual, I encourage to leave it at itch.io so I'll always have a reference to it that I can go back to, but here is fine too, just put "ghost knight" in your post or something so I can easily search it

itch.io/jam/agdg-demo-day-17/rate/190281

Who knew Rayman was a tophat-wearing yesdev

This is where my journey ends. Mechanically it's a very solid fun game, but the feel could use a lot of work. The hit sounds lack any kind of punch and enemy stagger animations are so minor that I didn't even notice them at first. Ran into a lot of little glitches, mostly enemies dropping off, pathfinding issues and weird movement glitches.

thing = thing == 0 ? 1 : 0

That is the final fight lul.
Thanks for the feedback.

Well, build it like a robot
Do each small piece at a time, make sure that works, then continue

What happens if you flip the zombie, then knock it into the water?

>194454836
pretty much man. don't you want to solve puzzles and drown with realistic panic sounds and shader effects?

Constant damage, not in yet though, will also probably have to make it actively avoid water if flipped

Is screaming, emitting deadly gas and disappearing at once overdoing it?

most of this is just builds and assets that won't get compiled into the final version right?

When I build out my game its like 50MB, but the project is like 1 GB

scream when shitting gas, sneaky sound when going sneak
it seems stupid to make noise when trying to be sneaky

Scream before, then gas and disappear.

I played through some of the demos, I will record more later.

Seek Etyliv
youtube.com/watch?v=9u7LHPfQpII

Wanderfall
youtube.com/watch?v=jxVYMU30Xi4

(F.E.R.A.S)
youtube.com/watch?v=Zjm5U6GntqU

MaddoFarm
youtube.com/watch?v=46kgeePjnIw

RRshooter
youtube.com/watch?v=e9hEGC1kLPY

Disorienting your opponent makes sense. Just starting to sneak in the middle of the fight not so much. Maybe I can figure out some move, but it will need actual assets for background.

I guess giving player a breath with scream would be good, though I will need to buff the rest.

>tfw you made literally no progress since last jam due to real life shit

I am setting it all to fire next week, i quit my job already, will post something really cool for mecha jam, that I promice

t. phantomcorps dude

We've all been at the quit-your-job.for-gamedev part one time or another

yeah, making a game is a real struggle. sometimes it seems as though the entire world is against you. dont give up, I'll play you game when you make it

I honestly love it, even if over the top but thats fun

Welcome, brother

I think it looks cool

Thanks a lot guys!

...

...

How do i decide what kind of game to make? I started out playing racing games online and played halo in middleschool through to highschool and college i played world of warcraft.

All these types of games are out of the scope of a lone developer wannabe?

How do I make a game ppl want to play that is within my scope?

should i just start with tic tac toe?

>i played world of warcraft.
You should start by jumping off the nearest bridge.

>not playing the most influential mmo of all time

A racing game wouldn't be out of scope for a solo dev as long as you go for a more arcade feel rather than realism.
But anyways yeah, start small. And learn how to make things first. Then start making prototypes of games you want to make. A prototype should only take a few weeks to finish.

>he doesn't have fond memories playing warcraft with the buds

Here is a decent order of tutorial games to make:
>"Guess the number" / Hangman
>Tic-Tac-Toe / Rock-Paper-Scissors
>Arkanoid / Pong
>Tetris
>1942 / Shoot-em-up
>simple platformer / pinball game
>Bomberman / Pacman

Source:
gamedev.stackexchange.com/questions/854/what-are-good-games-to-earn-your-wings-with

pick a genre of game you like and take 2-3 of your favorite elements from it, then make your game about that.
don't make a fucking mmo.

>tfw someone played my demo and even tho it was shit and filled with bugs and they missed some minor gameplay I'm still super grateful
youtube.com/watch?v=jxVYMU30Xi4

>no game
We got it the first time so stop polluting the thread.

I'm glad you liked it senpai, sorry about missing some stuff but I couldn't go back to the first area after crossing the bridge.

But you are already playing it, his mind game

it's my first post in this thread

yh, I saw lol. Those collision boxes are super buggy rn and I think I'm gonna have to rethink my approach.

Is this a joke?

What?

Note to nodevs, please refrain from shitposting boku if you have no idea what you're talking about. It just makes it seem like bullying him is a meme as opposed to him actually doing things wrong, when retards who don't understand how games word (especially 3D) say stuff like this.

someone post the debug screencap

Where the harmonic demo tho :(

>This is what happens when every model is literally 2000 polygons
How boku does his 3d models has nothing to do with filesizes that big.

>get some tough dev done
>want some validation to help with motivation to keep going
>post progress in the thread
>zero replies
>no "goodjob" "nice" "keep up the hard work"
>not even a shitpost acknowledging my existence
>make a shitpost
>instant replies

itch.io/jam/agdg-demo-day-17/rate/190451

Welp, dropped the game on demo day. It's only 3 weeks into development, don't bully too hard.

Do 3D models not take up any space? I didn't know 3D models only existed in quantum space.

What was the purpose of posting this? If this is just a screencap of a project folder it seems really pointless to share except to try and get (You)s.

Like yeah, many of us have project folders with many gigs, so what?
Last time I downloaded boku's game it was like 400 megs.

that just means Bokube is better than both those games combined

nice work man
I like the spaceship sprites a lot
keep up the hard work

There's not much to test right now since I have been ignoring actual content and focused on systems and fluff so I won't be participating this time.

PORRA VIADO!
the BR community thanks you.
youtube.com/watch?v=u-1I1z0Lz0Q

If you're going to talk shit don't do it from the very tiptop of mount stupid. Then again you are in agdg so it's expected.

Thanks, man.

Anything for you lovable BRs, hueahuea

>being this nodev
This is what happens when nodevs hang out in the discord huffing secondhand shitposting fumes too long. You start to think you're an actual dev and say really dumb things.