/agdg/ - Amateur Game Dev General

Never give up 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:

vigilgame.tumblr.com
flatlandersgame.tumblr.com
twitter.com/NSFWRedditImage

last

>Made a thread on /v/ to discuss gamedev
>loli posters spam and shit up the thread

I don't know what I expected.

Made a mockup setup for alternate HUD position.

don't bother user, /v/ has been beyond redemption for years now.

Bad Artist here

What do you think of my Oni so far?

STILL can't decide between Gamemaker and Unity2d for my pixelart game.

>finished most of the base mechanics
>now it's time to fill the game with content
>tfw I feel like I'm only 10% done
Gamedev is hard

show her topo

Can I shill there when I have a demo still?

Why is she wearing a bib?

If you're learning I'd advise unity, just because your skills will be more transferable to other things in the future

Gamemaker or Godot. Not Unity for 2D pixelart.

well think of t this way, games are normally done by multiple people so since you're doing it by yourself it's like doing a big group project by yourself. It'll be harder and take longer for sure but you'll have complete control over every little bit.

well you could, but I doubt it'll go very well

Whats wrong with Unity 2d pixelart?

If I make a public jam
Then does that make it agdg and deserving of a spot in the OP

>putting all the HUD at the part of the screen the player will spend the most time on

No. OP is for agdg jams. But you can still talk about other jams and post game progress for other jams obviously.

Alright thanks for the advice

The engine really isn't designed for it. You have to set up 2-3 cameras and a few scripts to get pixel perfect working right. The default units aren't pixels, but just units.

It still may be worth it if you're already familiar with the unity engine, really like c#, or need the services or exports unity offers.

t. unity user

how about non-pixel art 2d games? do those fair better?

Eh I can't expect of everyone to know how my game normally looks, should've made a comparison clip.
But yeah this alternate hud is for people that complained about it being on the sides. If they prefer it this way I see no harm in making it an option.
You can also change the brightness of the sidebars as well.

>tfw can can now land AND jump off floating boxes

Thanks for your response user I really appreciate it. I'll go ahead and start in GMS. I wonder what the future holds for the engine ever since it was bought.

Yeah that should be fine.

Unity is built for 3D, for 2D it's overkill. It's like using Gamemaker for 3D. It can do it, but you shouldn't.

What I mean is that you moved it to the bottom rather than the top, which is a bad idea. The player won't be spending much time around the top of the screen, but the bottom of the screen is very important so you don't want to clutter it with anything.

r8 my minecraft clone

Should've said so right away, I'll make that an option as well.

----[ Recap ]----
Game: Vigil
Dev: sgt3v, p1x3lbr41n
>Tools: Unity, Aseprite
Web: vigilgame.tumblr.com
Progress:
+Finished drawing a quarter of the game map.
+Draw two new NPC avatar.
+Draw two new phone.
+Developed new ideas about game map and usage of phones.

-Needed to finish the map already.
-A couple of new backgrounds for the demo.

Is that an oil rig

Answering something from like 2 threads ago...

> multiple star layers that scroll at different speeds for it to be more dynamic please

Something like this is planned yeah. Gonna get some parallax. I won't do it until I start on level 1, which is after I finish the other 4 weapons and add 6 enemies.

6/10 needs better aesthetic.

Will you be changing the weapons icon? Could use a lot of simplification because it's unnecessarily huge right now.

if you are making a 2d game then overkill is not a concern

>Will you be changing the weapons icon?
Of course, that's why I said it's a mockup.

I've never programmed in my life

That's the idea. Current mesh is a placeholder though

It's better than a 5 I guess

----[ Recap ]----
Game: Flatlanders
Dev:
>Tools: Unity, blender, gimp
Web: flatlandersgame.tumblr.com
Progress:
+Color selector
+Hatch ui

trying to learn procedural generation...i got the planes in like i wanted, but now i have to figure out how to hook the uvs back up so it can have texture, and then after that i have to figure out how to fill in the spaces between the planes

bi-weekly reminder that adding a hub world can dramatically increase the comfy level of your game, especially if it includes a day/night cycle. Even the most superficial indicators of the passage of time, like sleeping at inns in an rpg, help draw players into your world.

my game is the hub world

>Players will flip tiles in a four by four grid, each one will have a value of 0-3 which will gain the player points.
>Get a 0 and your multiplier is reset.
>Flip tiles until you get all the points and reach the next floor

Wasn't there a pokemon minigame with this exact gameplay?

Yeah that's what I'm copying

C O M F Y
O
M
F
Y

I give up

nobody gives me (you)

Then you shouldn't even consider making a game.

Is it common practise to, when you have a large process you need to run that could slow the game down, spread it across multiple frames? For example I'm trying to make a turn based tactics kind of game, so for the enemy ai would it be a bad idea to do all the code that decides what the enemy does on one frame?
Is this what most games do that makes it so on the loading screen you can see an animation or whatever rather than the game freezing while it loads whatever it's loading?

I can learn how

For my future dream game I do plan on adding a hub world that you go to after every mission. I will attempt to make it comfy. I think it's good to have a break in between levels.

Read about threading or coroutines, user.

don't listen to him user, it's possible, just harder. You should definitely learn first though.

I think that sort of thing is usually done in a separate thread. At least that's what I've done for level generation in my roguelike. But there's some locking and unlocking stuff that I don't understand at all, Mutex, Semaphore, idk man, it's confusing.

Ok I think I understand the concept behind threads now. Is this something GM supports already and I've just been oblivious to it or is this something I'll have to code in myself? Googling gamemaker threading gives some tutorials that seem way out of my league. Is this something I should just not worry about?

>He's not learning concept art in order to make appealing characters
>He isn't making a hit game that will spawn a merchandising empire
It's like you guys don't even want to be rich

Did you follow a tutorial to make this clone?

Why are you making a clone of this game?

sort yourself out bucko

>leave your games story up to interpretation
>people get mad because there's no definitive answers

>It's like you guys don't even want to be rich
That's right, I don't.

Yes, if shit is slowing down spread it across multiple frames.

How does one make appealing characters?

Big tits

Why is this in the OP then?
>itch.io/jam/op-mechanoid

----[ Recap ]----
Game: STD
Dev: Toasty
Tools: C++\SFML\AseSprite\Visual Studio
Web: null
Progress:
+Data driven enemies
+Tilemap loading\rendering with path generation
+Data driven towers
+Spending\Gaining gold
+Base health
+Cursor for tower placement

-Actual art
-Waves and Levels
-Game end state
-Refactor
-Projectiles
-Fix render order
-Menu
-Animations

Stick to your guns, user.

I don't know anything about gamemaker because I'm a unityfag, so can't help you there friendo

Another option is to do a fraction of the AI processing during one frame, store some intermediate result, and pick up where you left off during the next frame until it's complete.

people love getting mad and arguing, if theres anything thats going to sell your game its that

What does the future holds for Gamemaker? Has YoYo spoken at all?

Yoyo is scrambling to get money before the inevitable death thanks to Godot. Why do you think GMS2 is $100 minimum to use? Godot has put the final nail in Gamemaker's coffin.

>calling guh-dough cheap

What's Godot?

----[ Recap ]----
Game: Unknown World
Dev: Dewdneym
Tools: RPG Maker VX Ace
Web: dewdneym.tumblr.com
Progress:
+ Restructuring my intro after getting some demo day feedback
+ Adjusted some shit like resolution, also based on demo day feedback
- That's it. Need to do more.

Today is bokudev /ourguy/'s birthday. Say something nice about him.

How long does it take to learn to make pixel art that's good enough quality to actually use in a game? Coming at it from a point of zero artistic talent or skill (at least, for any visual art)

is there an equivalent of the animator's survival kit for porn animations?

asking for a friend

draw big brest vry nice B)

3

Yep, you've got it! It's especially great for level based games like yours, and I truly believe that it helps foster a sense of attachment to the game world. What kind of hub are you making if you don't mind sharing?

Glad you made the change to the intro

Only 3? Wow, that's more or less than I anticipated

ok plz give me youtube tutrorial on how to draw big breaste womans that take me from not pro to maybe pro also less than 3 minuts plz i have a deadline to make

He knows how to model cubes

As long as it takes for you to download a program to make the pixel art. if you don't want "good enough" and instead want actually good art then you'll need several years of practice.

Where's the fuck is the horn

I dunno if you were the guy giving feedback, but it was good advice. I got rid of the"nintendo rpg" bad end and provided a bit more context to the hero's reputation so it doesn't start so abruptly.
I kept it short though. Only lasts about a minute or two. I still want the player to get right into the action.

The principles should transfer, right?

>draw all day
>ruin your wrist

hmm

>Created an entire lore for my world, 100s of pages of histories
>Drew a world map, looks really fucking good
>Laid out all the game mechanics
>Basically have a rough draft for the plot
>Haven't even started anything on the computer after years of this

Am I the only one that's this autistic?

Yea, everything in survivor kit applies to porn.

So to use Godot I need to learn Python? Seems easy enough.

What are some good pixel font sprite sheets that I can use for dialogue? Am I better off making my own?

why not take a font from an old game?

Different language.

Working on it!

If you were playing this awesome 'free' game, what would be an IAP that wouldn't suck?

1) In game currency (unlock items etc)
2) Special unavailable items (that are good)
3) Really funny items
4) New missions and content

Do not.

Ok, so if I'm making a mobile game, how do I make money without IAP?

If you can give me a legit answer, I'll take it.

You either to do jew shit and make a few cents or you make nothing

just bonus stuff that's not necessary to finish the game. also make it cheap. I like Ironhide but 7$+ for one hero is bullshit.
ads, idiot.

Anime girl lottery