/agdg/ - Amateur Game Dev General

Just like make game!

> 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

Previous Thread: Previous Demo Days: pastebin.com/74btH1aJ
Previous Jams: pastebin.com/mU021G8w

> 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:

twitter.com/CaptDreamcast
reddit.com/r/gamedev/wiki/engine_faq
twitter.com/NSFWRedditVideo

aggy from my daggy everyone

I want to make a game for Android devices, but I also want to use OpenGL.
How do I go about this, lads?
I want to have something that resembles a decent proto-type in 2 weeks time. Nothing huge. Very low-fidelity.

>game made with whatever middleware engine that supports windows, mac, and linux
>windows-only
Why do developers do this?

Godot is what you're looking for.

I'm devving on Windows, and I honestly don't even know how to export for Mac or Linux.

>Godot
I'll be using VS.

With UE4 you need to package your game from a Mac to support them.

the absolute state of /agdg/ today

...

Still doesn't explain the lack of a Linux version.

Please stop shilling this shitty engine. Thanks.

i couldn't get my debian laptop to compile gamemaker because of some missing package and i was too lazy to install ubuntu.
now that i switched to godot i can export to anything

Android Studio even.

I'm using CodeBlocks.

Anyone got some good tutorials for OpenGL ES 3+?

I wanna steal a Packt book, but I can't manage to find a link.

unity-ml agents do fun stuff

Fuck this looks kinda cool. Don't get me sidetracked, user.

...

me on the right

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Why are they retarded?

because I trained them...

Making stuff in C++ for no other reason than bragging rights.

anime mierda

How difficult is it to get into bone animation with something like Spine?
What level of work/difficulty would you wager something like Don't Starve or Oxygen Not Included takes in that regard?

>2018
>wow cris you made a pong

gotta make some waifus for it, a background, GUI and maybe next week I'll add some music after I get my keyboard.

fuck you.

Nice Crischan.

I made Snake in C++ when I was like 13.

Lads how do I go about making my 1st actual bideo game? I chose to start out using unity but I am dying

Pong is harder than snek

You follow a YouTube tutorial.

For u guise

If you can't use google to figure out how to make pong or mario you may be too stupid for game dev.

dont be rude!

Thanks.

Decide the genre of game you want to make then google/youtube "Unity genre tutorial"
At that point you can literally just follow the exact things the video does. If you want to do something different, try it. Fuck around, see what happens, google questions like "how to make jump" until you don't need to. Avoid copy-pasting code so you actually learn.

How to make custom texture brushes for unity?
Or is it ok if I just make the terrain of my levels on Blender?

Does anyone have a breakdown that describes the different engines in the sticky, and which engine is best used for what/what languages are compatible with each?

I have experience with Unity and Gamemaker, but gamemaker 1.4, but I've heard a lot of people talking about godot now too.

I'd like to make something on a fixed isometric plane, turn based, with no player initiated movement.

Recap-kun may be dead but he's alive in my heart.

----[ Recap ]----
Game: Devil Engine
Dev: shmoopdev
Tools: GMS,photoshop,aesprite
Web: shmoopdev.tumblr.com/
Progress:
+Main menu replaced with fancy new plot background
+Stage 5 being blocked out
+Added a bunch of UI customization options (pic related)
+Fixed chain deaths on respawn in certain circumstances
+Even more stat tracking
+Stage 3 music done

Not for points
Not for honor

----[ Recap ]----
Game: The Golden Age
Dev: Dogma
Tools: SDL2, Emscripten, KallistiOS, C
Web: twitter.com/CaptDreamcast
December: santa hat
Progress:
+ Finished and released The Golden Age in an exciting, breathtaking finale
+ Reworked the Dogma logo
+ Started working on announcement trailer for new "game"

>+Stage 5 being blocked out
Demo Day 18 confirmed?

>when you can't into graphic design so you try to get the player to finish it for you
bethesda would be proud

fuck no, I'm retarded again

I read blocked as in inaccessible, not blocked out as in knowing where stuff goes. my bad

Just make a crappy pong game. Once you're familiar enough with the engine and/or libraries to do that you can make something.

Started working on my Mario Party clone

Wish me good luck

I mean blocked as in prototyping, not inaccessible.That's also stage 5 of 6, I wouldn't have any of the demos go that far.

The final demo will probably be closer to when it's done, stage 1 will be getting a makeover and I want hard and expert mode balanced for stage 1 and 2.

I'm pretty shit at UI so the least I can do is let the player tweak it to be there preferred flavor of shitty.

...

pretty nice so far, Unity?

Remember, guys
"Design is law"

No Tux? No bux.

A literal clone?

delete this. Dopefish lives.

I'll be informing Nintendo.

I have been informed

This is not the actual game screenshot, sorry for the misunderstood

It's going to have different characters, not Mario ones

sorry, false alarm

Don't sue me bro

Hey I'm back

...

need some fresh eyes and critique for my environment kit so far

I was giving you some ideas for the text background, and discussing einhander and whatnot in the last thread.

This looks a lot better now menu wise, and i'm very excited for your progress on this. I ended up playing your demo, and it was great dude. How long have you been working on this? I'm surprised you've gotten so much out of game maker

Thanks user!
>How long have you been working on this?
'Bout a year now. Development kicked into full swing around January 2017 but started in November 2016.

>I'm surprised you've gotten so much out of game maker
It's more about the artist than the tools, frankly.
Though it probably helps I made a whole other feature complete shmup as practice to make this one It kinda shows, I had no idea what I was doing for half of it.

There shoudn't be hard edges between the grass and rocks like that. Also the boulder and the ground rocks should have the same colour scheme.

>all that empty space in the top left
>put your info bar in the bottom right

hm

But the UI is beautiful

And its customization options are lovely

Your progress every week is pretty amazing my dude

(m o b i l e )

Will you be suing bokudev? He needs the nintendo dick in court as well.

how much progress did you get on your first day of 2018?

reddit.com/r/gamedev/wiki/engine_faq

That background is pretty distracting honestly. Maybe slow down the animation?

I'm learning MemeGL. I can make colorful triangles and do basic shit with shaders now.

Great point, I cut it in half!

Same for me, but GLES.

Thanks anons!
It's people like you that keep me going!

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Trying to decide if / how much I should edit the ol' portrait things.

I made a ton of progress at cleaning my house

I'm still super impressed with this. I know I had mentioned art before, but did you do all the pixel art on your own, too? Some of this stuff is just incredibly done, man.

Significantly

Is this a before/after?
If the before is on the left, I suggest keeping that, Anubis looks better with a happier, softer expression. I mean I know some of your cutscenes have him glowering down at dudes with his sword and all that, and that's fine, but I think a default expression for him should be a more cheerful one.

dope

...

A lot more than I thought I would. 2018 is going to be a fast track to finishing!

What's a more efficient way to check if a point is in an AABB box?

if (point is less than box's left edge) return false
if (point is more than box's right edge) return false
if (point is less than box's bottom edge) return false
if (point is more than box's top edge) return false
return true


or


return (point is more than box's left edge &&
point is less than box's right edge &&
point is more than box's bottom edge &&
point is less than box's top edge)

?

are all the enemies going to be 3d models? if so it'd be cool to do camera pans. Also love the little moving portrait in the bottom menu. will it change animations depending on health/status?

1- yeah all 3D
2- that's the plan!
3- wasn't planning on this, but consider it done!

great! your game looks very different, and i think that's what people want out of the indie scene. look forward to seeing more progress

VIDEO GAMES

as long as it works just put it in a script and be done with it.

Thanks, user!

pong 2.0

----[ Recap ]----
Game: Sim Loli
Dev: user
Tools: C++
Web: /agdg/26682
December: candy cane
Progress:
+ Released some hotfixes for the demo to address many crashes
+ Optimized pathing/collisions via improving IntrusiveMultiList structure's iteration speed.

They're the exact same thing thanks to short-circuiting. && only evaluates the RHS if the LHS is true, the same way that the first algorithm terminates as soon as a condition is not met.

>&& only evaluates the RHS if the LHS is true
this is not true in at least one scripting language

The mesmerized status icon and visual effects are mostly set up now.
The gameplay effect isn't done yet this is just a manual concept of how it should work.

Yeah, mostly just testing out various things for the moment.

>no way fag