/agdg/ - Amateur Game Development General

/agdg/ - Don't not give up

> Next Demo Day 18
itch.io/jam/agdg-demo-day-18

> 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 (embed) (embed)

Previous Thread: →
Previous Demo Days: pastebin.com/74btH1aJ (embed) (embed)
Previous Jams: pastebin.com/mU021G8w (embed) (embed)

> Engines
GameMaker: yoyogames.com/gamemaker
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:

youtu.be/vG0zJ89Fv8c?t=22m40s
docs.godotengine.org/en/latest/classes/class_spatial.html
github.com/blog/2483-game-off-2017-winners
twitter.com/NSFWRedditGif

Which design is better desu?

Does Unity2D have a built-in camera boundary implementation, or will I have to clamp the camera's position myself?

I give up

left

startin' early this thread, huh?

the one that casts a shadow on the water

none of them. Have you ever thought of getting a real job when your games fail bokubitch?

What engine for 2D game to make to play to have fun in?

godot

Left.
But they're both pretty bad, honestly.

both are equally bad

why are the people who visit these threads so hostile

Ran into a bit of a speedbump with this model. I checked it over in object mode, and there's this weird cut on top of it where I can sort of see through sometimes. I tried to check it in edit mode but it just doesn't appear there at all. Help?

Sort of! It's actually goldsource, the old valve engine that came before source. I played around making maps for it for awhile. There's a model viewer made for it where you can observe the game models, and I've been using it to check out these old models and learn how their made, this venture is me trying to reproduce old goldsource style models.

Okay, so this sort of worked. I was able to delete one of the stray vertices in object mode, but on selecting the other it also selects my entire model, and I apparently can't select that in edit mode to delete it alone. Any ideas for that?

Failure.

They don't have the talent to start making porn megabucks.

Floating rocks or no floating rocks?
Gif without them in a bit.

how about floating circus balls?

aw heck I messed up editing the gif.

Depends, does it just lurk there with the rocks floating? If that's the case, then it shouldn't be poised to attack all the time, that'd be kind of strange.

If it becomes like that when it is interacted with, then that is fine, just make sure that the rocks are there in the battle sequence (assuming this is a monster you fight). Nice art btw, diggin that old final fantasy vibe

should i do everything in blender, or should i use freecad for architecture and other objects which need precise measurements?

Is there a reason your game needs precise measurements?

that's the pivot point of your object. it's supposed to be there.

That seems weird. I'd rather something found in the area. Maybe I should switch it to giant splinters ripped off the tree stump.

Original idea just had them floating but now that I think of it, them rising up when you talk to him, just before the battle would look cool.

>Nice art btw, diggin that old final fantasy vibe
Thanks.

make it floating rotating eyeballs you dingus. It will make aesthetically pleasing.

Do something with the shadows

yes, i'm german and i have a strong psychological need for precision.

mite b cool

like what?

I think it would be cool if the shadows get smaller as the rocks float up

oh i gotcha

Why is pixel art so prevalent?

easiest to work with in games

low barrier to entry.

nice talking about IDEs and engines and shit but I still didn't manage to fix it. I got intellisense to stop bitching about it at one point but the compiler still kept at it.

don't make me take the bitch route and use sublime with g++ or some shit

Not really though. You have to hand draw every possible permutation of orientation, animation frame, etc.

Depends on what you're doing.
Think of how many old games got away with just flipping the sprite horizontally for walking animations?

It's incredibly challenging if you want to make detailed animations but the barrier to entry is really low.

>It shouldn't work but it does

i can't stand pixel art. i really hate retro games and think video gaming was very depressing pre 2005.

pixel art certainly isn't easy, i'm just saying it's the easiest to implement in games, it's pretty low effort, takes the least amount of space, generally uses a very small amount of space for stuff, etc.

a good, consistent art style is probably equally hard no matter what manner the art is made in

Pixelart belongs in the trash you delusional pink-haired shithead.

That's true of all 2D though.

>buy an indie 2d rpg with very basic graphics
>it's somehow over a gigabyte in size
How do gamedevs manage this level of bloat?

uncompressed audio?

I want to keep my entire game below 500mb.

Incompetence due to game engines lowering the bar.

you have 1Gorillionbytes of free space why do you care?

Why haven't you given up yet?

...

>Don't not give up

means give up. FUCK YOU George Boole

Yeah but are the games fun

Nobody compresses anything anymore.
Plus if it's not pixel art the sprites could be pretty big, just because 3 color channels + an alpha channel is 4 bytes per pixel.

>if it's not pixel art
>implying modern engines compress pixel art aggressively like old games would have with palettes
At most they're stored as PNG.

It's pixel art.

Obviously, but they're still going to be fairly low-res. A 16x16 sprite is about 1/36 the size of a 96x96 sprite, and 96x96 is still small enough to count as pixel art, so imagine how much bigger "high-res" sprites would be.

Progress. Almost fixed the placement of the spikes as you use alchemy. Added portable rock blocks that you can carry to use later , even though you can still use materials directly from the environment. The placement of the objects done with alchemy that are "anchored" to a solid can be done on walls and on ceilings. When you use portable blocks, you only lose the necessary quantity to make the object, still need to implement this on the tiles though.

If I'm making a game in python, should I type out every item in the game file or should I make a seperate file the main file opens to populate a dictionary for the items? The game is a text-based adventure one by the way.

An external database is best practice but in your case it probably doesn't matter, so do whichever is faster.

Shark eyes should be on sides on head not on face. Make top and sides grey with light grey tummy.

How do get a 3D object's coordinates in godot 3.0? I can't find it in the docs.

>3D
just use unity

Are there any good free music programs out there? I want to see if I'd be any good at composing shit.

A quick mock up of how an interaction would look. Also added some blend shapes for blinking and the mouth.

Why is your text bilingual and why is the Japanese text in the text box just "I?"
Why isn't the text in the HUD in the bottom left bilingual?

does a game need an ending?

Looks nice! What approach are you using for the face and eyes? Can you have the character look around without moving the head?

RPG Maker MV is on sale for $20 on Steam. Is it worth it? I've never used an engine before, always been an enginedev.

if you're used to devving engines, i dunno why you'd bother instead of just making your own, unless you've always wanted to make an RPG, but could never be arsed to actually make one

If you're an actual enginedev who has made a game using nothing but a barebones framework (or less), you will not gain anything from RPGMaker.
If you are a GMbabby who only knows GML and doesn't understand how computers work, you will not gain anything from RPGMaker.

It's only useful for people who are terrified of code.

I'm an old-school C dev. These days I have less patience and free time than I used to, and just want to make games. Seems like RPG Maker wouldn't be a particularly useful tool for me, from what you're both saying. Thanks!

If you want to make a game without making an engine, Unity, UE4, and Godot are all free, at least to develop with.

No. Look at pacman

youtu.be/vG0zJ89Fv8c?t=22m40s

Thanks, will check them out. I just happened to see that RPG Maker is on sale at the moment so thought I'd ask about it.

That's an ending though

Does anyone have experience using the fmod.dll
for audio in their game?
is it free?
it says on the website that indies only need to display the logo in their game but is that for the dll or just the bought sounds service?

Exactly.

It's for the FMOD library itself.

gaben might as well give me my shekels now. Totally taking a shot into the dark in regards to how well this model will react to animation. will prolly have to do a 4th at some point

right so say I've just got this little guy in my game files but all the audio is made by me. do I still need a licence or something?

that's cool.

Yes.

ok thanks

christmas update

Anyone have experience making a game in lisp?

The base class for all 3D nodes is Spatial docs.godotengine.org/en/latest/classes/class_spatial.html

translation
transform.origin
global_transform.origin

Those are the three ways of getting it.

You don't have to be an artist to do retopology right? I'll never be an artist, but maybe i can master all the usual tools of modelling. Blender, 3ds max, maya, zbrush. Maybe i can rig, retopo, uv map models that real artists make, and then find an artist who is willing to do pure art, with none of the menial work that comes with it.

It's just a mock up, and I thought it looked cute.

Thanks. I'm just using Unity's head controller script. It rotates the bones from the spine to the head towards the camera. The eyes aren't independent yet, but I think setting their forward vector to a separate target might work.

I remember you from years ago, what were you making again?

>RPG Maker MV is on sale for $20 on Steam. Is it worth it?
Not unless you're a brainlet like me who can't code and just wants to make a very basic rpg.

he mostly makes games about murdering children

I wish to make a very complex RPG. One without combat.

CAN I GAMEDEV IF I'M A BIRD??

sure

Retopoing isn't really an artistic process. The model is already there, you're just placing quads over it in such a way that you avoid deformation of textures and animations.

The Github Game Off overall winner was a Godot game. Unity BTFO yet again
github.com/blog/2483-game-off-2017-winners

I need a friendo. Please be my friend

ANIMATING WIND ON CLOTHES IS THE WORSE THIGN EVER AHHHH

Why did you all start Gamedev?

where's your waifus?

What's a simple idea for a 3D game that I can throw together in a month or two? Something that requires a little bit of art, but not TOO much.

I need to git gud at modeling, and might as well make a game while I practice.

The fact that rpgmaker already has alot of the rpg frameworks hardcoded in the engine makes it easy to do a lot of things much faster. But in the end, the engine is seriously limited, and quite frankly, doesn't run most games very well. pic related is a wonderful game made on rpgmaker, but it would've been much better if it was made on a different engine, even gamemaker

what is that game? It looks like shit.