/agdg/ - Amateur Game Dev General

You can do it edition.

> Play 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:

webmshare.com/mP7PY
store.steampowered.com/app/618070/Jet_Buster/
twitter.com/LoneBuckshot
lonebuckshot.tumblr.com/
fastcompany.com/3025378/overcoming-us-vs-them-challenges
twitter.com/NSFWRedditVideo

Shit man. That's amazing. What are you using?

Of course make a playable version first you dummy.

Reminder that, like crabs in a bucket, nodevs will always try to pull you down to their level, but you can still make it if you believe in yourself.

You too friend

You guys can too

when doing cell shading do you usually do it the modelling program first then recreate the shader in engine? Or do you purely cell shade in engine and hope what you model looks good in it before revisions?

Anyone that tries for long enough will eventually make game.

Maybe it won't succeed. Maybe everyone will say it sucks. Maybe. But you will make a game with enough time and effort. Making a failure is better than nodev.

ive already made two so i really hope this next one succeeds

There will be no progress from me today, agdg. After whole three (3) days of progress streak I have failed. I am weak and I won't make it :(

I do all the shader code in-engine. It's pretty fast to take a model from modeling software into an engine, so it's not like it will take long to preview what the model is looking like.
At least, I've never run into any problems doing it this way.

Finally managed to complete some school assignments and grab time to complete this arm.
The fingers got a bit stretched, so I’ll be making some extra edge-loops for the finger joints and rigging it all over again, but soon I’ll be ready to animate.

Any suggestions for what hand moves and gestures we should have? Flipping the bird, shaking a fist, V for victory, etc.?

Thank you anons. I'll take it into consideration.
It's way too soon to say what it's about but I think everyone here who like autismo games like dorf would enjoy it, will post progress once it's further on.

should i use unity for 2d? not low res or pixel art

That's most commonly done in Unity, yes.
Why did you ask me though?

Is sourcefam done? Has he stopped going nuclear when we mention him now at least?

Why are you posting about yourself again?

Godot is a good choice for 2D games.

Does anybody here working in godot?
Do you know how to get the editor resources to detect a config file? It doesn't show.

webmshare.com/mP7PY
Since Veeky Forums won't let me upload pics or webms.
Jet Force Buster dev here.
I made a very rough camera collision system. Actually it's more a thing to hide the things between the player and the camera. Far from pretty, but it works.
Also tweaked a bit the missiles but it's not over yet.

I'm assuming you arent this person right? store.steampowered.com/app/618070/Jet_Buster/

In my game you use an ability hotbar with 8 max slots. How would you get this to work with gamepads? Obviously you can't map a button to each slot. I'm thinking maybe you could hold a trigger that temporarily overrides the basic button maps to slots 1-4 or 5-8, depending on the trigger.

A button that makes a radial menu popup and then select by moving the control stick to one of the directions.

D-pad

I like your idea. Maybe look into what fortnite did for gamepads, I don't use one so not sure but I think you hold a button to navigate left and right in the hotbar, seems intuitive.

Has reeko posted in the past month?

Which game?

For a game that's similar visually in style to Pillars of Eternity (just visually. Gameplay-wise I am more interested in Diablo 1) what tools/engines/frameworks do you guys recommend looking into?

I was thinking about Unity, but when I read about how it was a shitfest for the Pillars of Eternity devs, I don't know anymore... Not sure how reliable those sources are, or what exactly they had most issues with (maybe it wasn't even the graphics... maybe it was all the other stuff they added on top of it), but still. People saying they get 7fps on a 2.5D game on PC's that can play current gen games, so...

I'm partial to C#, Python (I have experience integrating with Cython if performance were to become an issue), Scala, and maybe Kotlin (which can be used pretty much anywhere where Java might be used)... I'm not too crazy on going back to C++, but if there's an engine/framework that's perfect for my needs, I'll do it.

They way FFXIV does it is they have a 3 tier system. Abilities are assigned up/down/left/right and all 4 face buttons. Holding left shoulder gives access to one set of 8 and right shoulder access to a second set of 8. Then if you hold left first THEN right you get a third set of 8. Hold right THEN left you get a fourth set of 8. Lastly if you tap then hold left shoulder you get a fifth set of 8 and tap then hold right is the sixth set.
It sounds like a mess but it is honestly extremely intuitive even in the heat of a savage raid or extreme primal. Makes playing on controller as opposed to keyboard actually more relaxing as well.

Ugh, god no.

Wex! Quas! Exort!

why is lua so comfy bros

>tfw it compiled and works properly
wasnt expecting this

Spent the last week reworking movement to be server authenticated, so now the whole game is server simulated and the clients are dummies. Should be able to move onto combat now.

Looking for opinions on what multiplayer games have really satisfying combat.

Progress is working on it at all. Did you think of a new idea, or adjust some number?

...

hold left bumber for 1 menu on dpad/right dpad and left trigger for the rest of the abilities

Why the fuck does it start from the bottom.
Whoever made this is a terrible human.

Day 2 of demo streaming over! I'll upload recordings onto youtube with teimstamps, but the video should be available on twitch too. I'll start tomorrow an hour later so I can fit some things before it.

Dpad, like in Xenoblade.
Or Hold a shoulder button to change what the face buttons do like in Kingdom Hearts if your game is more action based.

Godot 3.0 supports C# and python

Is this the dark souls of demo day?

Day 3 when?

Dean Takahashi posts in /agdg/?

----[ Recap ]----
Game: Horror JRPG
Dev: LoneBuckshot
Tools: Unity
Web: twitter.com/LoneBuckshot & lonebuckshot.tumblr.com/
Progress:
+ Coding custom input manager
+ Common gamepads work so far
+ Working on making rebinds and custom settings for the game
+ Continuing the artwork grind
+ Added 2 new enemies
+ Added 1 new song

this looks like a wow killer

Godot 3.0 isn't out yet

Reload concept for the Squawk 17
:^)

alpha2 is out which is fairly stable already

does this mean i can use my unity assets in godot?

Thanks for the stream m8

thumbnail looks like a brainlet wojak meme

only if they are f (free) l (libre) o (open) s (source) s (software)

The API is different. But if you have a C# library that doesn't rely on any engine specific code, then yeah it can work.

The default unity asset license lets you use bought assets anywhere.

Godot is MIT which means you can do whatever you want with it with little to no restrictions.

Blue omen is sitting at 71K$ now?! Did they get an angel investor, or is this coxs payout for helping kill rotatedev?

lol I like some of their other games

Based

whats your twitch and would tyou be down to play a non demo(n)day gam? im frikkin burlito lad

>implying memebuh has a functioning build

all you have to do is not trust unsourced and/or unfounded claims about masturbation's affect on the human mind and body. Then you will actually reach the nirvana known as "being a smart and cautious skeptic"

Uploading recordings now, in glorious 1080p. Two thirds of it are even in 60fps. I was recording in 30fps but it turned out that that completely broke unnamed pixel platformer by locking system FPS to 30 or something like that.

Videogames are hard ok

/prettysober and sure although I don't really use it for anything other than things like this.

Really enjoying Unnamed pixel platformer DD17 version. Nothing remarkable about it but the gameplay is really smooth and responsive and it's definitely fun to play. The difficulty increases in a much more natural way than the last demo.

ah perfect for porn games then

Whats the 3d animation system in godot like? Easy to use? Is anyone here even using godot?

Also, red'dit is the reason that movement exists (just like incel and other self-loathing circlejerks of that ilk); go back to it, you belong there.

bi-weekly reminder that your demos are looking great. Good job agdg devs!

this fucking wizard won't stop following me

i do and you can play it at store 2, come to ny bitch

#1 rule of success: When your colleagues compliment you, it's because they don't consider you as a threat because you're crap. When you're actually good, most of the time your colleagues will criticize your work and say it's not good.

>I was recording in 30fps but it turned out that that completely broke unnamed pixel platformer by locking system FPS to 30 or something like that.
I'm really not sure why that happened, in my tests the game has been able to handle 50Hz monitors quite well, and setting the FPS limiter to 30 in-game isn't a problem either. Then again, I haven't tested the game on Windows beyond seeing if it works, so there could be some SDL quirks there I'm not aware of. I'll look into it.

Pretty hot stream

shoulda mailed you a cd of my demo

This reverse psychology won't work

fastcompany.com/3025378/overcoming-us-vs-them-challenges

You're just trying to trick us into feeding your ego. Nice try though.

Thanks for the feedback. I think I'm on the right track with the gameplay changes, but more polish is still needed.

just like mommy said the bullies will grow up to become janitors

I heard something about a group picture
where can I find it?

The previous thread's OP

>boku trying to lecture on success
>hasnt released his sokoban for three years

bruh

Gamedev isn't a competition. There isn't some magical limit to the amount of games that can exist, nor is there a limit to the number of games that consumers will play. I don't want you, or anyone else to fail. I think everyone should make their dream game the best they can. So if I point out something that I don't think looks right, it's because I think it would be an improvement to the game if you changed it. If I compliment your game it's because I think it's genuinely looking good. Of course it's your game and you can do whatever you want though.

Youtube video in the cyberdetective got flagged, guess I'll have to do ~basic video editing~

Thanks

Might have been weirdness from OBS forcing framerates?

where does agdg get there fonts from? do you make your own?

fontsquirrel

I get it. I laughed. You should feel proud user.

show new progress you posted these portals like 5 times now

To be honest I don't really like bokube that much, the puzzling element is pretty lackluster. But I like the constant progress and I want it to succeed.

boku's levels rely too much on good timing to avoid enemies and traps and not enough on good puzzle design
it adds too much waiting and detracts from the flow of the game

if it weren't for that I'd like it more

The logic and rendering are decoupled, even if OBS was forcing it to 30FPS it should've affected only the rendering. Also, the game was rendering at 120FPS anyway according to the in-game counter.

Something I noticed just now while testing in Windows is that the vsync setting requires a restart (doesn't happen on Linux) so perhaps the game would've worked without changing your OBS settings. Dunno, it's definitely something I'll have to look into, if I can somehow reproduce it.

What's the easiest way to take a bitmap font and turn it into a ttf?

Exactly, it just feels like busywork and not intelligently designed puzzles that take thought to solve.

Don't really want to kill wow, I just want to rip off ArcheAge's comfy aspects.

Im thinking seriously of using mouse for literally everything on the game.

Is it ok if the key to change from wallet to bag is mouse right key?

if you're a mouse game you should be able to do literally everything with the mouse
although you should still include keyboard shortcuts

my monster name generator spit out something interesting

>In the villa of Ormen
>Stands a solitary candle

Getting stuck in walls is not a bug, it's a feature!

i failed nofap on day 5
now i'm doing noporn for 2+ months

Everything is a competition. People only have so much time and money to spend on games, only a few can rise to the top and become popular.

Now add a wall jump