/agdg/ - Amateur Game Dev General

Play those demo games edition!

> Demo Day 17
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:

brum.itch.io/breakweapons
youtu.be/4LTtr45y7P0
itch.io/jam/agdg-demo-day-17/rate/188198
streamable.com/djgaw
itch.io/jam/agdg-demo-day-17/rate/180969
twitter.com/SFWRedditVideos

first for keymaster

I'm making a ps1 style tank control meme game, give me one reason why I shouldn't just use Unity

Here is my demo i guess.
brum.itch.io/breakweapons
I strongly suggest against playing the web build, it seems broken on chrome.


I aim to please fans of Chivalry, Dark souls messiah and other similar weighty games, so if slow/deliberate combat is not your thing you may not like it.

For you dumbasses who don't design your game before developing
>youtu.be/4LTtr45y7P0

unity is nice tho

PLAY MY GAME

itch.io/jam/agdg-demo-day-17/rate/188198

good video

Did you watch the video? He specifically says not to waste your time creating everything. You just need to have a solid idea for the gameplay that will make the game unique. That's like 10 minutes worth of work.

that's a pretty hefty generalization that leaves out most of what they said.

came here to give this big ass a dislike on yt

>For you dumbasses who don't design your game before developing
Sounds a lot like the guy that comes here acting like spending months on a design document is a normal thing to do. There's a lot of good things in the video, but "design your game before developing" is barely relevant to the video.

>inb4 this cunt whines again no one is playing his game

>I worked at Santa Monica
>I was the guy you pitched ideas to

No wonder all their games have been dogshit

different person, we agree on the design thing.

>title is as clickbaity as it gets
>based on opinions
>from some guy no one knows
Whatever he says can at best appeal to your intuition and gives you fuck all information about what is actually good.

...

@194565210
>listen to this guy from the AAA industry tell you how to make games
No.

i like my intuition being appealed to

pitch != game

videos take forever to upload on shitty internet, I've learned

demo feedback soon tho :)

I love you

For that purpose it works just fine.

I already "played" it, there's not much to comment on.

what do you mean

you can judge the art and how the mechanics feel, there's literally three different types of interaction in the demo

This video is actually good, if you want to sell your game or if you want people to care.

Judge the what and how the what feel?

> mrw its time to get 80 frames of penguins on model

my game HAS art AND mechanics you shit

Is this for school or an online course

This is why 3D is superior.

update CK you faggot

hahahahahahahahahaha

This is why even famous japanese veteran studios stopped doing 2D pixel art, and even Vanillaware doesn't do real animation, but a lot of tweens.

So did secret car game run for anyone or is it just a crashfest?

Using a menu only counts as a mechanic if it has consequences

it ran for me but the dialog boxes make it p much unplayable
tjern pls

you get to read dialogue and shit and roleplay your response

More details please

ill give you a video in literally 2 hours or so

Vine isn't really working on the game, she made 2 assets for me at the start (spider and the sword), i've been doing everything on my own since then.

About to begin rewriting about 2500 lines of code. Wish be luck.

I want to make a 3D tank game. I don't want it to be simulator realistic, but I still want the tank to roll along the ground and go over small steps and stuff. How do I even begin to learn how to make this?

Rad, left trigger is just lock-on. Does nothing for driving, probably something I should change.

its for game

why are you doing this to yourself, when you could be using 3d models or enemy sprites that always face you

Consult the wise one, google.com

Started working on 'skating' or whatever you call it.
Basically a way to move faster. Haven't set it up yet, but this boost will be limited by a cooldown, so you won't be able to just zip across the battlefield all the time.
The zoom effect is still WIP by the way.

Thoughts?

oooooooo I figured out what the problem was
I was instinctively using LT to break and I never made the connection

high level high speed gameplay
streamable.com/djgaw

what it do ladies :)
wanna c my video gaem???

basically armored core

Fuck off benbo

>24 entries
>0 played
meh where are da good demos at

>you won't be able to zip across the battlefield all the time

dropped

cause i wanna make a living drawing big anime tiddies and not wage slaving

>cause i wanna make a living drawing big anime tiddies
>but all i do is draw pinguins
interesting user really interesting

>also want to draw some big old amine tiddies
>making a game that has a penguin as the main character
I think there might be a correlation. See also : prinnies.

Prinnies are drawn by the guy who wants to draw smol titties though

makes sense to me

will the penguins have big anime tiddies

Just submitted Galactic Pocket Billiards to the demo day jam. Included the Veeky Forums cue at the last second.

user is putting fundies before titties, he's going to make it.

>big anime titties
>B.A.T
>bat is a mammal that wants to be a bird
>penguin is a bird that wants to be a fish
>user is a programmer who wants to be an artist
it all makes sense

>devving so hard that i forgot to drink water that day
>next day wake up with a huge headache
>can't dev because it hurts so much

Reminder to drink plenty of fluids.

Here's my demo, don't be surprised if it ends all of a sudden. It's an old idea, I started to play with some concepts until realizing how I miss classic FPS nowadays.

itch.io/jam/agdg-demo-day-17/rate/180969

really seems like something that shouldn't be first person

...

Holy shit

Do what 90s Western devs did, make a really shitty 3D model and screenshot it from every angle

>anime animator
>not wageslaving
Oh dear

What about all of the fps combat games that are first person?

I can skate all i want in Ghost in the Shell :(((((

cool game

>need to have a solid idea for the gameplay that will make the game unique

ideal 1MA should have a gameplay prototype within 2 days

anime tiddies != anime

>i wanna make a living drawing big anime tiddies
Don't we all

F
but 99% of Disgaea's girls are flat as shit what the hell
>fundies
i see no fundies(construction,values,colors) there just rotation with no knowledge of penguins anatomy

I tried, but I can't really find anything that helps me, there were some examples of realistic tanks, but those were Unity assets. I guess I just don't understand how 3D physics works. How do games have characters that move up steps? How would I make arcade-y tank movement?

thats not what im saying..

this game has no vertical combat, is about spacial awareness around the player, tiny fov, ridiculous camera sway, obvious billboards. just seems suited for third person..

They're still tiddies and tiddies are life. no matter the size

I thought that it would trivialize combat but maybe I was wrong. I'll think it over.

-You'll be able to change the fov as much as you like
-I'll have more verticality to it once i make actual levels
-I'm not gonna mess with skeletons/rigs/playermodels that would be needed for third person, cuz that's a huge art load.

On a sidenote, i do have support coming for reducing camera sway if someone is really motionsick.

>i see no fundies
Then you're an idiot. Construction in space is very important, he's almost doing perspective exercises.

Yeah it sounded something like that, I'll probably end up changing it or at least explain it/show it properly.
Thanks for playing.

I'll be honest, everything you've posted sucks
you're not studying seriously, maybe it's intentional, but if it's not you won't make it

Post animated version I want to see

at least he has a game

He's doing perspective exercices without paying attention, look at the distance between the beak and the differently colored part, it's not the same in the 3/4 view.

>start practicing
>the practice is bad because you're a beginner
>"you're not really practicing"

all the frames being off model is actually really charming in games like this, if you commit to it

Brainlet here, how come devs always make these detailed models, but they always end up looking like shit ingame?

I should make a scoreboard for how much DD feedback each dev gives.

Would make for some nice bullying

These are sculpts with millions of polys. The game models have much lower polycounts and normal maps that are baked from the sculpt.

Aside from that, ingame models can look like shit for other reasons. Bad lighting, art direction, color choice, shaders, can make an asset that looks good in isolation look like shit.

:) what's wrong friend

why would devs be obligated to give feedback? its not like I necessarily want feedback from other devs

So it's like "measure with laser, mark with crayon, cut with an axe"
Game devs need more communication, or at least priorities.

>Game devs need more communication, or at least priorities.
What?

no one cares, update CK

As other user said.

For example, Skyrim had some pretty good sculpt for their stuff, but some stupid ass UV decisions, terrible texture size and horrid-ass engine madeeverything they've made like ass. It's probably the worst thing, being an artist at Bethesda, all your work goes to shit.

it's more that we can't fit that many polys in a game on current hardware, so it's necessary.

>tfw game takes forever to compile

>>the practice is bad because you're a beginner
>>"you're not really practicing"
It's not that his result isn't perfect, it's that he's repeating the same error multiple times.
Although I'm looking at the sheet he's posted and it's not really the case, so I kinda take it back.