/agdg/ - Amateur Game Development General

Engine 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

> Github Game Off
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/iafqz627

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
Gamebryo gamebryo.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:

itch.io/jam/game-off-2017/entries
godot.online/wasm/
twitter.com/SFWRedditImages

How do you determine how much to ask for on kickstarter?

How much do you need to complete the project?

none, I just want free money before I actually finish the game

Depends on what you're making.

Take how much you think you'll need and double it

Testing out a new homing attack. It's a follow up to your melee attack: striking an enemy with melee locks on, and then you can charge up the homing shot with the other button.

Let's you stay mobile against tanky things while doing max damage, but you still have to be aggressive to keep melee'ing em. Will be balancing and tweaking level design later.

is kickstarter a good way to get publicity for your game even if you don't need the money?

first for java

No, it will only gain you notoriety.

What you should be doing is emailing popular Let's Players and Twitch Streamers. That will get you further along than Kickstarter could ever dream of.

Probably should have saved webm at higher quality lol.

Also some WIP Art for Dragon's human form. Expression Chart start.

pls draw ahegao

3 entries already submitted to Game Off:

itch.io/jam/game-off-2017/entries

Pretty nice exposure.

Not /agdg/

Are you an idiot? This is the amateur game dev thread, we can discuss amateur game jams.

how about we discuss your game then?

How does it compare with Probuilder?

What are some good-looking non-pixel indie games? Besides borderline pro shit like Cuphead

Divinity Original Sin 2

>borderline pro shit like Cuphead
They're selling a game to make a living. That's pretty pro.
but
The Banner Saga

Braid
Don't Starve
Dustforce
INSIDE
Overgrowth
Skullgirls
Spelunky

Why the fuck is this shit not working?
It works for everything else

>posting in a dead thread

>The work of one who consorts with beasts!

Don't uses meme engines

3D devs, how would full 3 dimensional A* work
do you generate a uniform 3D grid of nodes or just kinda fake it

Which one, agdg?

3d now? like 2d grids stacked on top of each other? or a more normal 3d world like mario 64?

Is it true that you dev better when you're slightly drunk?

Depends on which kind of character you're going for.

You do realize A* isn't constrained by spatial dimensions right? It works on arbitrary graphs. A graph has no dimensions.
I think you think A* only works on planar graphs. A planar graph is a graph that can be drawn on a 2D surface without any connections crossing.

No, that's socializing.

You dev better if you do nofap.

I dev better when I haven't eaten in 8+ hours

In my previous project I made one, which worked in all three axis since the characters were flying.
Originally I used a uniform grid, but that led to an unnecessarily high amount of nodes in the grid. For a 20x20x20 grid, you get 8000 nodes, which is stupidly high to navigate between a couple blocks. So I modified my implementation to use the regular distance instead of manhattan distance, and placed the nodes by hand because I'm a lazy fuck who never got around finding an algorithm to generate them.

Where are you putting the set_texture? It should be in _ready().

Also is any other node running the same script? It says Player.gd in the stack.

I think he's just asking a question as to whether you want to find a gravity-bound path across the ground in a 3d world (as most enemies and entities in mario 64 would) or if you want them to path through full 3-dimensional space (some sort of flight sim I guess?)

Why is Unity's input system so fucking bad and barebones

This is the one thing I might actually get from the asset store

Because their monetization scheme is the asset store, I'm willing to bet that they make more money with it than with pro version subscriptions.
You will encounter other stupid unfinished features too, input is just the beginning.

The set_texture is in a spawn function
whenever my player click somewhere on the screen it call the spawn function to generates an item at the mouse position

I have another thing that spawn item on a timer timeout and this works without problem
it only crash when it's spawned by a player click

Input is arguably the only "necessary" thing in the asset store imo.

what's wrong with it

Are you running the spawn function before adding the item to the scene tree? _ready and onready vars only run when the node is added with add_child, not when they are instanced.

So something like

>myDude.instance()
>myDude.spawn_function() (fails because it uses the HSprite var which isn't set yet)
>add_child(myDude) (this runs myDude's _ready())

Doesn't work, but if you put add_child before the spawn_function() then it does since myDude had time to run its _ready() stuff.

>myDude.instance()
>add_child(myDude)
>myDude.spawn_function()

The fact the you have to roll your own support for remapping, various controllers, multiple players, or even sensible abstractions. That's sort of criminal for a game engine.

I didn't know that, I thought the order weren't important
I changed the order and now it works
Thank you

Starting to look a bit more like a real level. Still haven't fully decided on the theme. Drawing clouds is surprisingly hard

Anyone here use love2d? Anything particularly interesting, useful or annoying about it?

take how much you think you'll need and divide it by 50

One day I'll be able to draw porn like this. I'm practicing so many skills right now though that I'm trying not to get warn out. However I guess building up endurance towards working all the time is another valuable skill.

I get it

Is Lightwave good for 3D modeling?

Why almost one one uses love2d?

>fast af thanks to luaJIT
>best api ever
>small but friendly and helpful community
>free without any strings attached

Literally none of the games in the recap uses it.

What method did they use on the Persona 5 models to make them look so crisp? Are the textures simply really well drawn?

Isn't love 2d that pedo engine where anime lolis react to you touching them?

An user posted some of Catherine's normalmaps yesterday, that probably helps as well

clouds are convex shapes at the top, and flat at the bottom

I don't know, I'm just asking if there is some bad side that I'm missing. It seems weird that there aren't more developers using it considering how good it seems on paper.

I don't know. Honestly there's so many choices with game engines it's no surprise that people just gravitate towards a few big names because another significant selling point is the community, along side the actual engines usefulness. You should always just use whatever you think will be most useful to you or what you need to use for the current project.

In my opinion the idea of learning an engine for some sort of long term skillset is kind of retarded. Your needs change every game and you might as well bite the bullet and get used to using new tools that are suited for what you're trying to do. Then again I fap to almost exclusively brother sister incest fanfics so what do I know.

I get the idea but the shape and shading are giving me issues. They always stick out like a sore thumb compared to the simplistic art style of my game.

no
and you're confusing engine with content

I think Unity and Godot both are more versatile, you can just drag and drop elements and see how they'd look, dumb all the files in their own manager and easily modify attributes very fast and easily, while as far as I know love2d is mostly code (albeit it's own simple language).
It's not simple enough to be easy to use, but not complex enough for complex tasks

Dust: An Elysian Tail

isn't it forced open source?

Ok, guy, first of all, what are opinions? Second of all, if you use C++, you're in no place to call anything archaic.

lua is a real language

It just flat out uses lua? Then I take it back

no it is MIT, basically you can do whatever you want with the source, even sell it, and it is yours.

To clarify: I'm of the opinion that you should just make things. If you want to learn a new language/framework/tool it is perfectly fine (I've done this many times. Hell, I had to learn Scala, C#, and React.js for my current job, and I've also been dabbling in Kotlin, Elixir, and Golang just out of interest), but if what you want is to make a thing (in this thread's context, a video game), then I don't see how it's not fine to just dive straight into it with the tools you already have if it'll help you stay motivated and make something faster.

What's a good back aerial attack for a character with long legs?

reverse somersault kick?

Look up some of Bayonetta's animations.

I'd say oblong. or round. Not the square though.

What did you think of this?

Shitpostng bait. please stop

report threadshitters

I need it to be oriented to face backwards so that wouldn't be good since it would hit mostly above the character

Looks nice, thanks

Transistor, Bastion, Shank, Mark of the Ninja

I can't code

>borderline
Cuphead had a huge team.

You should learn something easy. Try watching videos about Javascript or lua as a starter. They're easy as hell to learn. Don't try visual scripting (blueprints)

How do you test specific elements in love without running the entire game from the start?

Debug levels? and when you're packaging remove them. or keep them as easter eggs

It's relevant to agdg, idiot namefag.

daily reminder that the engine you use doesn't matter, all that matters is having cute art

No it's not, fuck off.

Yes it is, moron.

I've been thinking about making a game I've had in my mind for a while.

Its an isometric tactical turn-based RPG with some rogue-like touches. Problem is that I've never created a game before. I've decided to use Game maker studio, but I'm wondering, do I need to learn algorithim physics and all the other things in the OP?

This actually looks quite nice, are the better looking graphics from some other game or did you make those too?

write a system that allows you to run the game from wherever you want

Neh, fuck it. Was originally gonna have 5 different air attacks but I'll stick to two. Haven't added the second one though.

That flying karate kick is amusing

Eh, too much work, I'll just make it in Godot

The things in the OP is if you're making a game engine or doing some serious computer engineering. You're using game maker, which does all of it automatically, If is has 3D. You should see A* stuff if you're interested

is this a bait to start op shitposting
you don't need those
if you've been thinking about it for a while, it most likely has scope too big for a beginner

How can other engines even begin to compete?
godot.online/wasm/

Reminder that a CG Cookie subscription only costs $14 now! If you're a 3d dev, what are you waiting for?

It's really not that hard, Like said just start with a simple scripting language, both of the ones he said are fine. I'd probably recommend lua over javascript just because lua has a vivid history as a scripting language used in video games. If you can learn to read/write english you can learn to read and write code. Visual scripting is literally the same thing as writing code except there's a retarded interface that you have to use and you limit the amount of tools you can use.

I wrote this up really quick. If you can understand this then you are capable of writing code.

Well I will admit the game I'm thinking seems a bit too hard for a beginner like me.

What should I do to improve my skills then?

Holy shit man this is just pathetic. Even I can see the samefaggery

>less than 90 seconds apart
calm down there bud, I just though it was cool that godot can run in a browser

Way to go, idiotic namefag.

Trying to fill gogem's boots?

Thought you were shit posting.