Agdg

Ludum dare is almost over, get ready for soul crushing disappointment edition

> Next Demo Day 18 (One Week)
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)

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

> 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:

windirstat.net/
twitter.com/NSFWRedditGif

I love developing games!

Why do people who get upset at visual scripting always seem to be programmers with no additional skills?

Content estimates:
>150 levels
>27 tile sets.
>750 unique npcs

And here I thought that doing a design document was just an amusing way to procrastinate. Time to work out a realistic scope for my game.

>every time I build my game in Unity I lose about 200MB of disk space that never gets freed
>my 128gb SSD is at 90% capacity

Where's it all going?

It makes me angry becuase it makes wrongly think they are anything more that worthless paint brush slave whores who don't need no coders anymore.
And then they waste huge amounts of time by creating assets for projects which will fail when after wasting a year they realize that visual coding is useless trash, just like them, and then they just give up not realizing they would be much happier and successful by serving a dominant alpha coder master who would actually make use of their beta art skills

>didn't delete (embeds) and (cross-threads)
>calls anyone lazy

Download a disk analyzer and find out. Probably helps you more than asking aggydaggy for tech support.

>Ludum dare is almost over, get ready for soul crushing disappointment edition
A little more than 90 minutes until the scheduled disappointment

unique npcs

Good luck with that.

Wait no, what

Did they change the time?

And why does it show two different dates when both timers are obviously counting down to the same time

Is this an enemy stand

How did you even come to such numbers ?

Good job proving his point.

Click move or WASD movement in mmo

Controls should be like a RTS game

click move will make you more popular
simple mouse controls are casual friendly, see popcap.

click move is WAY less taxing on servers

Both. I despise games which only have click move since I want control over my character (if it's a single character, click move is fine for RTS). So for the most time I want WASD, but when I want to smoke a cigarette or have drink I want clickmove as a fallback.

Maybe somebody experienced with UE4 knows this, so I have to ask:

Why are some objects not positioned properly when I attach them to a character's socket? I have 2 weapons, one is positioned in his hands like it should be, while the other is all fucked up, small and rotated incorrectly.

The WEIRD part is that I have 2 sockets - one on the back and one in the hands - the problematic weapon is in fact positioned correctly on the back socket, but in the hands it causes problems. Both weapons have the same skeletons and the same origin point. Now, I might think that the problematic weapon is completely fucked, but it bugs me that it works on the back socket, but I can't place it in the hand correctly...

"mmo" doesn't describe what kind of game you're making. It doesn't matter if it's single player or if a million players play together at once. We need to know what type of game it is to tell you what controls would work best.

Are they the same weapon ? You can have some issues depending on where the origin point of the object is iirc.

nevermind I can't read

Do you agree, /agdg/?

Why does this one nodev keep asking how his nonexistent mmo should play? Design by committee always goes well. Have a vision, but more importantly have a game

Recyle? Temp folder?
How are we gonna know?

>not writing your physics engine from scratch

What do you guys think of AGE - Adventure Game Engine?

>i write games for supercomputers

What are some potential ways to make money from your games?
I know kongregate does monthly money rewards for the top rated games. Do any other sites do this?
itch.io
Patreon
Mobile stores

>mmo

kek

Hide a bitcoin miner in your code.

Someone has to

ETH miner, maybe. A million computers in a botnet running CPU/GPU miners for BTC wouldn't be shit in comparison to a single ASIC.

gamepad.

>solving causality transforms in your rigidbody physics engine

come on now.jpg

Cute. But actual physics engine are much simpler than that. If you actually included everything like that thing does, then you would run at 0.1FPS and on top of that most of those forces are so subtle that omitting them yields no observable changes to the player, while making the whole thing thousand times faster.

By making a great game people would kill to play I guess.

how much would you pay for a proper robot arena 2 clone

Quantum accurate physics is what separates the pros from the amateurs, kiddo. If you can't even model the Big Bang, how are you going to model the collision between two cubes?

Actual physicists can't even model the universe, that's why they invented DARK MATTER to cook the books.

you will be btfo'd one day

just you wait

Wrong. JFK was on the verge of discovering the Theory of Everything. That's why they had him killed.

I remember in web dev around the 2000s, there was a shift from coding to visual site making (Dreamweaver), this lasted for a bit until everyone realized the end product was much more inefficient, as well as a few other reasons.

Is this going to happen in game dev do you reckon?

>until everyone realized
They did? All sites are fucking bloated pieces of pajeet shit nowadays.

There's a standard grid template for all websites now user. How out of touch with HTML/CSS are you?

What template are you talking about?

He means Bootstrap, but that is still incredibly efficient, and the dev can limit how much of it he uses.

>this lasted for a bit until everyone realized the end product was much more inefficient

Not even close. Everything just shifted over to templates. There was no more need for visual editors.

> we webdev nao

windirstat.net/

Bootstrap, 960, a few others of possibly more dubious quality. Pick a template and go ham.

I also have fucking problems with SSD, afraid to ask anywhere because people would probably laugh at me for being tech retarded, but I genuinely don't know how is it keep filling up. Even if I download and install everything in the other drives, something always goes to my C:, I also noticed I can lose 5+ GB just by opening Chrome or some other browser. I only have 120GB SSD which I planned to use just for my OS and a few programs, and I should be having at least 70+ gigs free, but I only have like 6 atm.

Again

It has happened many times before and after that. Richard Garriot talked about how back in the 90's early Macromedia software was talked about being the great equalizer that makes coding obsolete.

(you)

Alright, I'm going to stop playing around with these now. Probably.

parallax decals in unreal?

how?

Just enable deferred decals under project settings and then edit the material domain, blend mode, and decal blend mode. Here's my master for the no diffuse/roughness version.

awesome

thanks user

fukkin saved, thank you based whateversyourdevname

Mind. Blown.

UE4 will blow your mind for years

I haven't made any progress in days because I got a Switch for Christmas and have just been playing that.
Should I kys myself?

I'm working with it for about half a year now. Love it. Did you learn about those parallax decals on some YT channel or a specific course or? Always interested in new sources of knowledge, even though I went through a shitton of them already.

Post your source code first.

Any yesdevs that use GMS2?

Afraid that will happen to me too if I buy a PS4 soon. I have to play them godlike exclusives though, and 2018 will also be an epic year.

Run Disk Cleanup in Windows.

There's also a thing in Windows, I don't remember what, but it allocates an amount of space equal to your total RAM for some nonsense and you can remove it to get that space back.

>2018 will be an epic year
You know what year will be epic? The one when you release your game.

No, you should get to work. Gotta keep that momentum going, even if you're busy doing something else.

>Visual Studio warns me that I have over 50 TODO comments in my code
>keep writing new code with more TODOs

it's all going to come spiraling down soon

Nah, I'm afraid not. I was watching the Quixel Suite Megascans videos when they started placing some decals. I rarely use decals, so I revisited them last night. I had also been working with POM for my terrain material, so I played around with combining the two.

I haven't tested what kind of performance hit these bring, honestly, but it is pretty easy to cull them out with a graphics setting.

I'm also using these for footprints and magical effects!

>implying anyone will care when i release my game

Speaking of which, how do you deal with decals that are close to the edge of a prop ? I find it ridiculous to have a big explosion and the decal affecting one side only, but when trying to apply it to two sides I ran into some distortion issues.

Decal keeps zooming in disproportionately when I get close, and I also don't see any displacement, it is still flat. I used a displacement map on the left, and a diffuse + normal on the right. Didn't change anything in that landscape coords node. Am I missing something?

t. brainlet

Texture also keeps scrolling under my feet, halpu.

are you having a bad trip

just pretend the player character is going insane

Post material

Can't make a video now, but it clearly scrolls around so it looks like it is floating in the air.
Will post material, ok wait.

Btw, is it possible to also have a diffuse? That would be great because I would be able to have more than 4 materials in the same area, but yeah don't know about the performance.

Oh shit, but I'm not using it on a landscape, but on a default box provided in a TPS level. That could be the problem, right?

>That would be great because I would be able to have more than 4 materials in the same area, but yeah don't know about the performance.
Do you mean like having bricks/dirty bricks/dirt blending seamlessly between each other ?
Because for that, you can use vertex painting. Essentially you just lerp between the different things based on the vertex color assigned.

Trying to pose her so she can fit in the car but her thighs are too thicc.

Yeah yeah, I know about that one. But afaik you can only paint 4 different landscape materials per every grid square. This would maybe be cool for some specific displaced areas on the ground and I wouldn't have to create a full new material... Idk, maybe pointless, didn't test it.

You're going to feel really bad when my MMO releases and you didn't get to have any say in it!

Is that some cat mouth?

How do I learn how to make a MMO?

>4 different landscape materials
Depends if you put entirely different materials or variations of a material. The latter leads to a single "material", but you get a shit ton of variation.
I don't really understand what you're trying to do though.

Yes, I am the guy that made Catmouth Island. Now I am making a GTA-clone.

You don't need to use a Landscape Coord. A regular texture coord is fine. I should have swapped them.

Yes, the Decal Blend Mode can be changed to enable a Color map. It has several options there for various complexities.

The zooming and sliding is the mini-game that is POM. You'll need to play with the height parameter and reference plane parameter. The latter is how you control decals from floating or sliding around. When in doubt, just double or half values until you fix an issue.

It won't actually displace anything, it doesn't move geometry. But if you don't see the POM effect, I'm not sure what the issue could be. Make sure you have deferred decals enabled and have used a Deferred Decal actor to place them. (Or just the decal from content browser.) Also, you do have to restart UE4 after enabling deferred decals.

It's probably saving a backup of your game every time.
literally 10 seconds of google

yes, me

Could a low poly lewd game be fappable? I want in on the Patreon neetbux, lads.

how low poly are we talkin' here?

two

Something like this, but in a full on porn game:

I guess, but that's already really pushing it

How to name a zoom level enum fields?

Near, uhh... Medium?, Far

Not even sure what to do since I need 5 fields

>molyneux.jpg
a 3D remake of Space Station 13 in Unity