/agdg/ - Amateur Game Dev General

Actually make progress this time edition.

> Play Demo Day 17
itch.io/jam/agdg-demo-day-17

> Play 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:

itch.io/jam/lewd-jam-2017
twitter.com/SFWRedditVideos

I give up

Be honest with me user, what's your end game with this doggo and the other doggo you reply to this one with?
What are you trying to accomplish?

TCG dev here. My game has four different categories of cards, all of which are played in different ways. Which would be better:

1 generic class for cards and a variable that determine's the card type, or a separate class for each card type?

If your FPS counter updates every frame, it's not a real FPS counter.

You forgot to put lewd jam in the OP
itch.io/jam/lewd-jam-2017

Non-agdg jams shouldn't be in the OP. But I hope you still join the jam and enjoy making your game.

Nothing, he's just calling out for attention in his own meager way.
He'll be forgotten eventually.

>implying I'm not a different person

you should absolutely have an abstract class for the concept of a playing card that other playing card stem from.

(i.e. if i was making a pokemon card game, I would make a Pokemon.Card.CardAbstract which is the base for Pokemon.Card.EnergyAbstract, Pokemon.Card.MonsterAbstract, Pokemon.Card.TrainerAbstract, and from there we would have other inheritances.)

Thanks! That's what I was thinking along the lines of doing. This is my first attempt at anything more complex than generic platformer shit, so there's a lot I have to get used to yet.

Separate classes, maybe with a base class for common functionality (e.g. rendering), but do not do anything like storing all the cards together under the base class if they're played differently.

I would have one card that maintains a list of various rules objects. Composition over inheritance always.

To those guys talking about Cities Skylines and Unity.

I like the game, but it got this "Unity" feeling. The perfs are not good at all and the interfaces are pretty sloppy.

And the graphics are not crips clear.

The game is fun and legit, but that Unity feel is really inferior on the Unreal feel even comparing same budget/quality games.

sliding window hehehehhh
how do you even count fpses

Composition is supposed to help you not jam everything into one class, though. What do you gain with something like that if there are clearly defined archetypes that have significantly different functionality?

>Composition is supposed to help you not jam everything into one class, though.

What do you mean? The card is just a container and logic controller for the rules and effects of the card. You're going to end up creating that functionality anyways, once you add keywords and abilities, so you might as well design your card to understand the concept from the get go.

>What do you gain with something like that if there are clearly defined archetypes that have significantly different functionality?

Not everything is so black and white. What about once you start wanting lands or artifacts that become creatures? Now you're stuck pushing logic up the tree or creating abhorrent messes like ArtifactAndCreatureCard : Card

if your game has less than 3000 fps not because you are mining crypto on player's machine your doing gamedev wrong

time += delta time;
frames++;

if(time >= 1.0f)
{
print(frames);

time -= 1.0f;
frames = 0;
}

Another masterpiece released

I want to time my sleep so that I perfectly wake up when the Ludum Dare starts

He said there were four distinct categories that work differently. If similar abstractions for rules end up being used for each, sure, factor it out somehow, but still keep separate classes for each because they are likely to differ in other significant ways still.

fuck a vr game where you have to hold on to a balloon and if you look down it's like a 1000 foot drop would legit make me die

>Now you're stuck pushing logic up the tree
By the way, this is not a bad thing. It's just unnecessarily hard if you use inheritance. Composition makes it so easy to do this that you're much better off writing things in a straightforward manner first and abstracting later if you run into duplication.

I'm sure you know about premature optimization, and premature abstraction is just as harmful.

>he isn't developing his game with his own tools and engine

so you're a faggot or just incompetent?

i want to actually complete my project and make money doing so

Fuck Molten Steel is good man. I really wish this got finished

>not letting hoards of enginedevs do all that shit fr you
pretty beta bro

>retarudo no buraketsu

Trying to make a Cyberpunk game before 2077 comes out. I think I have a shot. Right?

CP2077 ever coming out>having a shot.

Are they clones? It looks like an aryan clone super soldier.

they're conjoined at the shoulder twins

Nope.

If I have an abstract class "AbstractClass", how do I make a variable that is a TYPE of a class that inherits AbstractClass?

In most languages, just use the type AbstractClass.

nonono, I don't want an instance of AbstractClass. I want a type of a class that inherits AbstractClass. "TAbstractClass".

Oh, well you can use some kind of RTTI/reflection but I have a feeling you could be doing what you are doing in a much better way. Why do you need to store the specific derived type?

>but it got this "Unity" feeling
I think you are retarded. Please get help.

Wouldn't you just use the type TAbstractClass then?

if my game isn't twice as long and twice as great as it is now by the next demo day im fucking killing myself

>not generating his own atoms for use in his custom cpu
must be lazy

Sounds cool. Any gameplay or are you just doing 3D models?

To be fair, you have to have a very high IQ todev your own engine

dont you dare

we all fall down

getting up is hard, but fucking do it
dont let your dreams be dreams

im not being serious but I'll be quite disappointed in myself

...

>he'sn't disappointed in himself yet
kiddo

I had an idea about this shitlord the other day and I've been waiting for a thread to post it in, I have an idea to make this guy commit suicide:

All someone would have to do is make the same game as him, call it "He Belongs to ME!" or something stupid like that, except make way more progress in like, one year, than he's made in what, 10? You'd have to start from scratch, not just take his game and fix it; A) Pretty sure that's illegal, B) You need to REALLY rub in just how easy it is to make a game and that he's being a whiny cunt.

I like the premise of Hitman except it's a schoolgirl murdering people who flirt with the boy she has a crush on, but this colossal faggot fucked it up SO hard:
>Used assets from the Unity Store, presumably intended to be placeholder, but much like Minecraft he probably won't change it if he ever manages to get that far into development
>Bloated the game with unnecessary shit like Clubs, Cyber Bullying, Occult Sacrifices, a full Overworld, etc, etc, fucking etc.
>Makes progress at a cold snail's pace despite all that ambition
>Whines near-constantly because people yell at him for being slow
>Rests on the laurels of Youtubers cocking around in his shitty Pre-Alpha for shits and giggles, puts in unncessary, "Easter Eggs" for them like One Punch Man Mode, Attack on Titan Mode, Metal Gear Solid 5 Mode, a fucking Undertale boss fight etc.
>Asks people for creative criticism, then throws a gigantic tantrum when they say his code is dogshit, which it is
>and more

So yeah, I REALLY hope someone out there is actually making a decent game with that premise and finally makes him blow his horrible Goblin face off with a shotgun.

Are you talking about yanderedev?

A company already bought the rights to his game. He gets royalties for being an ideas guy now while also collecting patterson bucks.

lol shit like this is going to cause problems for all you devs liking and re-tweeting. I'm just sayin because i care.

let it cause problems. let the people who oppose whiteness be known.

Nice photoshop

Being scared of people accusing you of racism because you state something super basic is retarded.

I love Notch.

there's no delete button on the internet boku

>December 1st 2017
How much time have you spent on your game? How much time have you spent on gamedev in general?
What is your game?

>tfw no-one gives enough shit about you to post about your likes
it hurts bros

4 years, and I've poked at other crap for the past like 8 years, I just recently started doing more cohesive stuff with this.
Have a fire bomb. Has a small splash radius but it hits hard.

Can you work at a game company and work on your own game at home? I've only had two jobs so far and neither were game development but both were software development and both made me sign a document that would promise I wouldn't work for a competitor to their product at the same time I was working for them or they could sue. Do game companies do the same?

why even work at game company being slaved for someone else's game. truly a nodev life

It's a company by company basis, but yeah, chances are they'll make you sign an agreement like that. It's pretty standard.

It would pay slightly better than my current job and I could make industry contacts and get some experience.

Just work on your own game in private and bring it out after your agreement expires.
They can't sue you if they don't know it exists.

I remember a few years ago a dev tried that and still got sued, I don't remember the specifics so maybe the agreement was different tough.

It probably has to do with using a proprietary engine.

There's already 2 or 3 other projects like this happening. They all hateboner about Yandere Sim on kiwifarms and then fizzle out with their own drama and stupid shit when they realize making a game is actually hard.

Last one I saw was Seasons of Love, which made a big deal about how they had recreated a majority of Yanderesim's progress in about 2 hours by function of actually knowing how to code. They got character designers and modelers on board, then near immediately dissolved into edgy anime teenager drama. Half the artists got into some jealous bitchfight with each other and left. Last I checked they were still in their little Discord jerking themselves off about how deep and good their writing and lore was.

I'm not saying Yanderedev is a good dev. He just automatically gets points for actually managing to finish anything, even his broken pile of stolen assets and code. It's completely sad how low the bar is and how few people manage to achieve that much. I'm not at all impressed by your ideaguy post about how omg epic or easy you think sneaking Yandere Sim out from under the dev's nose would be.

if your game costs more than $1 and it doesn't have cute anime girls you will probably not sell 700 copies
you know that I'm right though

unless its a phone game

why is optimizing your code so fun? I'm addicted to the Unity profiler

Yes and no. I used to work at Ubisoft and they made me sign an agreement, however it was only for games written either on their machines or with code stolen from the projects I was assigned to. So basically if you're making a game at home, unrelated to any games at work, then you should be good to go.

Dunno about other companies.

armies now move every 2 in-game days (or any arbitrary duration I choose) instead of instantly. Not a lot of progress but it took a long time, considering it's my first time manipulating clocks and time values

technically 10 months, but the first 8 were spent basically just learning how to code, practicing art, planning things out, etc, had zero experience in all areas. 2 months ago I started completely from scratch and have since finished coding almost 50% of my game's framework without tutorials. will post progress soon

looks good my guy

every time i see your webm it's the same old area, give us something new to look at

Been working on the same project since early November in 2015. My gamedev time is as long as I've been working on that game; started with only knowing what an If statement was. I do work pretty slow however, especially when I need to draw things.

This year had too many video games that came out that I had an interest in though and I'm pretty bad at working on the game while playing other video games. Lately I've been poking at redoing rebindable controls and adding in mouse button input as well this time when I manage to break away for a bit.

Was it their Montreal studio? That's where I'm located so I assume other companies around the same location would have similar agreements

I can't be assed to go to another level, I just boot up doom and mash enter to get to the courtyard.

Do you think it's possible to get away with rape in your game in today's society?

And I don't mean the sexual fetish kind, but the Berserk kind. Game is set in medieval setting, and a female character will be raped if party makes the wrong turn at some point in the quest. It never gets shown, just brought up. Should I try to imply it instead, and avoid the word rape? Like "they've done horrible things to her", etc. ?

Oh hey I remember you from the last time I checked out this thread like a year ago. Your boxes looked looked like they were drawn by free hand in paint but your gameplay you had done looked solid at the time. Keep at it user.

pretty sure rape was referenced a lot in witcher 3

Just treat the subject in an interesting and mature manner, as long as you do that, you can approach any subject in a media.

a medium*

you should totally avoid rape. even hinting at it is a bad idea. i don't mean to sound SJ-y, and trust me, I am very far from, but rape is such an uncomfortable subject. for some reason it's worse than murder.

it's like, there's no murder victims walking around. we all acknowledge murder as a plot point and death and war as realities. it's really hard to explain why something like PTSD can be a thing in a game and not turn heads but rape is immediately uncomfortable.

>rape is such an uncomfortable subject
what a retarded reason to avoid something.

latin makes anything sound cooler

Thanks. I felt like I got better at drawing the rectangles eventually. Probably helped with making the slightly more legitimate animations after redoing the rectangle animations like 4 times.

Not that user, but I've dropped games for less. If your goal is to sell a lot of copies or even just have a lot of people play your game from start to end you had either do it really damn well or just stuff that makes people feel bad unless that is the entire point of it.

I want to make a Zone of the Enders-like in, say, Unity.
How high am I setting my sights? Are there any resources for learning about this?

I know there's at least one other guy who's thought of this and he's posted actual game footage, so surely there are tips available.

Make it a dude, I'm dropping the game if something like that happens to my waifu.

That's the one I remember I'm pretty sure. It's the numbers and X that marked frames that were sloppy not the lines. You obviously put a lot of work into making the mechanics fun(look at least) and work and track everything vital over artwork so I always idolized that to a degree since myself and a lot of people can't be bothered to even try if the assets look like garbage.

>How high am I setting my sights?
Do you have any experience? Because creating the gameplay basics is not that hard.

Visit asset store and download shitloads of free shaders. Watch youtube tutorials on all aspects of unity and C# and then go watch ZoE for inspiration. Make game.

BTW I'm making a ZoE clone too. It is long ways off. First I have to do the Cyberpunk thing.

yeah I mean if the whole point of the game is to just feed me a sad rape story or whatever there's no way i'll touch it, but that's clearly not the focus of OPs game

New Vegas did and that's relatively recent. Final Fantasy Tactics did and that's older. Persona 5 did it very recently but it's pretty ambiguous between rape and "just" molestation.
However those games all do it as part of a the story, while you do it as a consequence to a player making the bad choice... I can't really explain why, but for some reason I fell like that's worse somehow. I think you can do it as part of the plot, but I wouldn't do it as a consequence to the players' actions.

>And I don't mean the sexual fetish kind, but the Berserk kind.
>implying Berserk's rapes aren't sexual as hell

>mfw vertex painting and procedural puddles(based on angle too) work

>I know there's at least one other guy who's thought of this and he's posted actual game footage, so surely there are tips available.
Are you talking about me ?
I kinda gave up on it because of how large the project was, but my ideas didn't stop at just "ZoE on PC". Might pick it back up if I can get a coherent series of designs, I'm currently grinding art.
The biggest problems I had were
>AI
UE4 doesn't offer a full 3D pathfinding so I ended up making my own. On top of that the game isn't "cover based". ZoE deals with that by giving the enemies shields that can be broken with melee but I wanted something else (didn't find it though)
>Gameplay
Long distances fights make slow bullets very easy to avoid (more so with a dash ability). Increasing bullet speed makes it impossible to deal with close quarter combats.
I spent a shitload of time on missiles as well in order to not get them locked in orbit, because that looks dumb.
>Visuals
There's just no solution here. Shinkawa is a bloody genius and you're gonna hate yourself for not being him.

>you're gonna hate yourself for not being him
But he doesn't have a smiley face always in the middle of his screen reminding him to never give up

>yfw using marketplace assets