/agdg/ - Amateur Game Development General

Play the Demo Day 18 demos!

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

> 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:

forums.unrealengine.com/development-discussion/content-creation/363-trying-to-make-toon-shader-material-on-ue4/page12
youtu.be/2h4JY_tpSYA
youtu.be/50VuasXeDXk
youtu.be/5PJCBTAkE94
youtu.be/29q5KCcSBBY
youtu.be/EgUU5BEDgGk
youtu.be/vmlvRz21U8Q
youtu.be/pRascba7etY
youtu.be/akdhDkUaq3g
youtu.be/e5Yj1tZO_a4
ambientdev.itch.io/pseudo-princess
itch.io/jam/agdg-demo-day-19
slant.co/options/5136/~leadwerks-review
youtube.com/watch?v=oSzYliSASKc
twitter.com/NSFWRedditImage

A programmer can't make a game on his own, but an artist can, thanks to all the easy to use engines out there.

Thus, an artist is worth more than a programmer.

A musician is the most important member of a team because no one whistles gameplay in the shower.

A fluffer is the most important member of the game development team and lack of her is the reason why majority of indie games fail.

Konbanwa, user-kun! Did you make good progress today?

how do I develop my own death

How come UE doesn't have a cute anime mascot?

It's too busy making AAA games.

It doesn't need to compensate for a lack of features.

UE4 aims for realism. Its difficult to implement toon shaders in UE4 compared to Unity; and Jap devs like to pay for their game engine.

Which is more difficult to learn, 2D or 3D art?

1D

What does it matter? They both require the same fundamentals, and if your fundamentals are shit anything you produce will be shit.

Not yet. I've watched anime instead.

>A programmer can't make a game on his own
Notch literally became a millionaire selling a game that still has placeholder assets to this day, he fired the only artist he ever hired and trashed his work in favour of his terrible programmer art.

Looking at them as different entities is holding you back.

He's a massive outlier. A lot of factors contributed to what happened with him. If youtube and let's plays didn't take off when they did, his game would likely be a curiosity.

Put in a proper input manager, finally. Played some co-op with my younger brother, he seemed to love it

The most difficult to learn is the one you're least willing to.

How much are you going to sell this game for? Which platforms? Steam? Itch.io? How many copies to games like this sell?

He was only being polite.

...

Of course he did, you made something you can share!

I just realized maybe skill trees with 1V1 multiplayer isn't a good idea

Reposting the question, because i posted it in the previous thread just before it died. In unity i have
>GameObject obj = Instantiate(Prefab, Parent);
Parent contains many objects. Later in the script i need to delete all instances of Prefab from the Parent. How do i do that?
I already know how to iterate over all the child GameObjects, but how do i detect which one is an instance of the prefab?

Fiver max, it's going to be a short-ish Contra thing. Bang through it in one go.
Switch is my most desired platform at the mo.
And I have no idea how much it will sell. Hopefully people will come for the LocoRoco aesthetic and stay for the gameplay

eat my bum

Car car = new Car("car");

Dragon Ball FighterZ though

Yea he said it's difficult, what u on about m8.

Car::Car(Car &car):
car(new Car(car))
{}

made a building animation

better than nothing i guess

try
if(objecttodelete == prefab)

or just give them a tag and delete based on that

demo when? i really like what i see

next demo day i hope

The wooden pannels should be there when you're placing the building, I think it looks weird that they pop up to disappear.

You can't. You need to use something else as comparer, like the name, tag, a component type, etc.

no

I disagree

Am I going to fight against the engine if I don't want realism?

private List instantiatedPrefabs = new List();

GameObject obj = Instantiate(Prefab, Parent);
instantiatedPrefabs.Add(obj);

// later

foreach(GameObject go in instantiatedPrefabs)
Destroy(go);

>

Math is a high risk high reward thing.

>I think it looks weird that they pop up to disappear
but thats how most RTS/buildinggames do it

Not really

Its not as hard as some are making it out to be:
forums.unrealengine.com/development-discussion/content-creation/363-trying-to-make-toon-shader-material-on-ue4/page12

Were any agdg games actually ever published?

Based Japanese guy

Risk of Rain?

Several.

there is a link to a list of agdg games released on steam in the op

More Demon Day 18 videos:

SlimeRPG
youtu.be/2h4JY_tpSYA
Bloodworks
youtu.be/50VuasXeDXk
Figura
youtu.be/5PJCBTAkE94
ProcGenLab
youtu.be/29q5KCcSBBY
SledFree:D
youtu.be/EgUU5BEDgGk
South Sectors
youtu.be/vmlvRz21U8Q
Mech Chip
youtu.be/pRascba7etY
Ghost Knight Victis
youtu.be/akdhDkUaq3g
Ex-Carmine
youtu.be/e5Yj1tZO_a4

Risk of Rain and VA11-HA11-A are the notable releases.

What am I looking at?

ambientdev.itch.io/pseudo-princess

PLAY MY GAME

why are these torn condoms waving at each other

Do the normies that play them know where it came from?

I am

unappealing

they're stylized sprites meant to represent wizards or something
i have literally had only 6 downloads so far

some do, but none of them give a shit about this place and how it looks like

how

>meant to represent
you've failed

When's the next demo day again?

stylised wizards

just download it, it's pretty fun desu
2 months i think

every 2 years

art and animations

which art and animations

updated the pic to include hack the FBI's cover

pajeet programming

itch.io/jam/agdg-demo-day-19
>not hosted by vine
RIP vine, I will never forget you

>If you are not a part of the community then this jam is not for you.
How do you officially become a part of the community?

post progress

Sebas-chan confirmed new aggy daggy god

I thought it read 2 febuary for a moment and was scared I would have had only three weeks to put out a demo. I'm stupid.
Time to do a roadmap.

>his game isn't speedrun-friendly
not gonna make it

My game is intentionally anti-speedrun.

how is leadwerks game engine?

it's on sale on steam atm

Probably not very exciting if you're not familiar with the limitations of Unity's serialization system, but I finished my first iteration of my binary serializer for ScriptableObjects. Now I can serialize anything, even the stuff that doesn't make any sense to serialize. And everything still gets managed nicely by the Unity editor as a single .asset file.

>Using proprietary software to make 2D games
Please don't tell me you use this garbage. On top of it being a waste of money, you aren't learning any real languages.

dunno but this can give you an idea
slant.co/options/5136/~leadwerks-review

might as well use UE4 which is free and better if pic related is any indication of leadwerks' potential

I got GMS for a dollar in a bundle, then got the upgrade to 2 for next to nothing.

Haven't touched it since.

everything

Added some warnings so the boss doesn't catch new players off guard. Very blatant, but at least there's no mistaking it for anything but a warning, unlike more subtle things such as bubbles.

youtube.com/watch?v=oSzYliSASKc

>some random guys made a game that was literally superior to all AAA garbage
daily reminder you can make something better than anything money can buy.

Looks more like Unity 3D examples to me.

nice water

I don't know why but I always loved warning signs like that in games when an enemy was about to attack. Especially when the player was a robot or mech or spaceship.

>Reminder that modders can vastly improve a AAA game
ftfy.

this looks fuckin dope

>ugly doom mod
>superior to all AAA games
They could have at least improved the graphics while they were at it.

Thanks if you're not being ironic
Same, Monolith made me appreciate them even more because the game is warning sign kino
Thanks

RPGs are not meant to be speedran

What do you do with unused artwork?

They did. It's funny you can't tell.

Regardless, I like the aesthetic and trying to hard to "improve" it would just fucked it up.

memes

Don't give me a challenge user.

jack off to it

They made some textures high res and others not high res. It actually looks worse than the original DOOM because it's just a mismatch of styles now. I like 2D sprite in 3D aesthetic, but it needs to look consistent to look good.

Despite that good RPGs tend to be fun to speedrun because they offer a lot of options for route building

>tfw irresistible urge to make something like dark souls

I'm going to fail horribly

If a game offered you the option to play a ninja or a samurai how would you expect each of them to play and differ from one another?