/agdg/ - Amateur Game Development General

Demo day demo day demo day (sung to the tune of Chili's Baby back ribs) edition

> 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:

arstechnica.com/gaming/2018/01/the-rise-fall-and-rise-of-mdickie-or-how-to-be-the-best-worst-game-developer/
store.steampowered.com/app/251810/Leadwerks_Game_Engine/
godot3builds.digitecnology.com/
lukesandersongames.co.uk/tagged/Home
lolking.net/models
youtube.com/watch?v=Z1Y0y1Le8To
youtu.be/5PcS-Ba-JZI
github.com/Tecate/bitmap-fonts
twitter.com/NSFWRedditImage

Summary from last thread:
>Games produced off budgets with tens to hundreds of millions of dollars aren't AAA if an user decides he doesn't really like the game that much
>One user's phone battery is the yardstick by which all game efficiency is measured
>Benchmarks with inefficient code by random tumblr users are the gospel truth about engine performance
>Godot nodevs have no idea how to calculate an orthographic projection matrix
>Unity babies still can't handle anyone criticizing any feature of the engine
>Gamemaker bros actually post progress because they're in too deep and can't escape

I won't be mentioning engines in this thread, I promise.

>carrying shitposting over to the next thread
Shameful.

Post progress.

How do I become famous. Please I need to be famous.

arstechnica.com/gaming/2018/01/the-rise-fall-and-rise-of-mdickie-or-how-to-be-the-best-worst-game-developer/

It's progress. It's not as much progress as I'd like, but it's progress.

I'm going to probably change my dev schedule to start streaming work a bit later. Nobody's watching during a workday and shit.

I'm still not sure if "Look I'm streaming the entire dev process" is remotely a good way to promote a game, and I'm probably getting ahead of myself trying to promote shit when it's just this garbage at the moment, but whatever.

Added some harder levels within the same restrictions, which completes the entire stone frame now. Will polish up the sounds and transitions for a solid self-contained demo.

What do you think of my title screen?
'Swoopy Space' will not be the final name, it was just a placeholder at the time.

>'m still not sure if "Look I'm streaming the entire dev process" is remotely a good way to promote a game
no its not, especially considering how time consuming deving is which wont yield much results even after 10hrs of work

Forgot to add the damn webm

What's your favorite run so far?

Looks pretty cool.
Nice job

I feel like the sprites really need to show swords, depending on the inspection thingie is kinda lame-o.

does gms really have significantly less overhead for 2d than unity

asking because my 2d unity game isn't even close to completion but it's already running like ass on my toaster
maybe my code sucks but i'm following game programming patterns to the best of my ability
i don't want to switch to gms but if it's still this bad when i get a new laptop i might have to

what the fuck are you doing that a 2d game is lagging

Rendering-wise it's faster but the scripting is slow and it's a pretty garbo engine overall, 1.4 is very outdated and only half-works on Windows 10.

There's no pixel estate left. I've grown to quite like it both mechanically and thematically, whereas it would be the equivalent of the character looking at the specific thing before doing anything. Incomplete information is ok with me.

This is on sale right now:
store.steampowered.com/app/251810/Leadwerks_Game_Engine/

Is something like this worth it for a newb to game development?

You came to the wrong neighborhood, motherfucker!

Just use Godot it has a dedicated 2D renderer lol

Hm actually, my only suggestion is maybe instead of having only 1 space texture scroll in the background,create a parallax effect by scrolling 2~3 textures at varying speeds? background dust + star field + star field 2.

>asking because my 2d unity game isn't even close to completion but it's already running like ass on my toaster
Have you actually tried using a profiler to see what's causing the lag? in 90% cases, slow 2D games comes from badly written shaders or overuse of shaders, like doing something stupid such as having a shader being applied every update in a big loop

just use ue4

Re-wrote some of my sticking code so the player can stick onto moving platforms properly.
Also put in a pause screen.
I feel like I'm making less and less progress, but I want a sturdy base to build the game from.

Unsupported GPUs are unsupported because they're not general purpose enough. Because we've had shitty high level APIs like OpenGL and D3D (pre-12) for so long, GPUs used to be highly specialized just to support their features and incredibly disparate between vendors and generations and the extremely thick drivers made up for the differences.

It's simply not possible to communicate with old GPUs at the level that D3D12 and Vulkan do because they're so specialized for mainly fixed-function and deceptively synchronous APIs.

Thanks man.
I actually was forced to change the name.. someone else made a game called Swoopy Space.
>tfw someone else picks the same stupid game name

And "modern" of course does not mean "powerful". Even cheapo GPUs like the GTX 750 and RX 460, which cost little more than $100, support Vulkan, as well as some integrated GPUs.

The twinkling is corny and gay
I like the glow
I think I can see the individual cloud sprites fading in and out which looks distracting and cheap, make them denser

Thats a good idea. Thanks!

looks smooth man. Good work

Can you make a webm of you losing? I don't understand the loss condition.

Are there actual Godot 3.0 nightly builds officially available somewhere, or should I just compile it myself?

It's not official but this is what everyone uses godot3builds.digitecnology.com/

Are you the one making that game with the weird birb with legs and several switchable colors or something?
I love the smooth-looking TECHNOLOGY but I don't understand the gameplay.

ive seen this model 26 times and I have no idea what your game is

thanks m8

>in 90% cases, slow 2D games comes from badly written shaders
or you can be like loli sim dev using sfml/c++ and still have the game run at 2fps on a high-end desktop because your ai pathfinding implementation is just that shit kek.

I really like your game so far, user. Do you have a tumblr or something like that?

So what genre should i be producing for to make bank?

Porn with good art

...

what if you became a skeleton when you died
what a tweest

Tower defense with porn and good art

ta bra

Yeah, same guy. Stopped making that one to finish my Master's, tried to make a small mobile game and it ended up turning into almost the same game. Old game was coded like shit though and I would have never been able to design levels without Unity's new tilemap system, so there's that.
As for gameplay - think contra 3

lukesandersongames.co.uk/tagged/Home
I post on agdg more than I do here, though.

VR porn with good art, in the long term

Hmm.. I've been meaning to change the twinkles a bit. Going to try and replicate the twinkle effects from BotW.
Yeah I can blend the clouds a bit more for sure.

Yeah.. I've been keeping my game on the DL. Nervous about someone trying to take the concept with enough time to launch it and steal my thunder (I am most definitely paranoid).

I'm launching the Alpha release in a week or so, at which point I will posting progress etc.

I really want to show you guys what I've been up too.

you are the skeleton

lolking.net/models
don't know if it's still updated but it has all of the league of legends charaters and every animation they can do so having things like fucking mages tanks and adc its a good source to look at how they act and what motions they use even death and dance animations

we had our witch meme
now the skeleton meme
what's the next meme?

Cool stuff, man. How's the goblin project going?

Kobolds

That's a pretty good idea user.

this is you being a mad cunny init

Which sign looks better, 1 or 2?

also a bit iffy on the color

they rook the same and I don't know if big glowy numbers fit the aesthetic

the guy runs like a sissy

looks like the title card from a circa-2003 digitally animated thing from the web or a basic cable channel
but in a good way

True. Just that demo (well, just the inventory parts) took like a fucking day today which sucked.

yeah thats what i was thinking

also not a guy

Thanks man

You're doing God's work, user.

youtube.com/watch?v=Z1Y0y1Le8To

Remember to watch niggers screaming motivational stuff.

:3 Love old school horror

Tank controls?

remember to exercise daily!

Day 14, about 46 hours in now. Finished implementing the different fire modes in my project. The next thing I'll be working is the game mechanic for throwing your weapon on the ground, automatically switching to your hands when you don't have any weapon (which you can use to melee), and being able to pick up weapons on the ground. Here's the quick clip: youtu.be/5PcS-Ba-JZI

godspeed

>make a lot of progress
>wake up
>open project
>all progress is lost
>turns out it was a dream
>have to do everything again
even my subconcious is fucking with me at this point

yup, without tank controls you don't feel grounded enough

Remember to backup your projects!

How does a dev, or artist, know how large to make a sprite? Especially considering games run at all sorts of resolutions. Do you just make a character on a 64x64 tile and then cut away the unused portions of the canvas? How does it get resized correctly for larger resolutions?

who cares my man
it doesn't matter

If you are using pixel art you pick a native resolution and sprite size at the start, and then resize everything proportionaly.
If you aren't using pixel art you usually do high resolution graphics and then downscale if the screen target is smaller. Some games even have a higher resolution assets as a optional download.
If you are using vector graphics you can upscale or downscale everything as much as your dick wants.

You make the sprite whatever resolution you want. 64x64 is fairly low res. Character sprites would probably be larger 256 to 512. Also generally the artist will draw the textures as high resolution as they want, like 4k even, then just export them to smaller textures for the game. That way you can easily change the resolution if a certain sprite is too big or too small.
I don't really know what you mean about cutting away unused canvas.
As for scaling up for larger resolutions you usually make the game based on a certain resolution, say 720p, then you just let the engine scale the viewport to higher or lower resolutions. This does of course mean at very high resolutions you could notice blurry textures. But it's not that big of a deal.

>256 to 512
that makes a door 8 to 16 32px tiles high

I assumed he was talking about higher resolution 2D, not pixelart.

create mockup screenshot, if you can't tell you're not thinking in gameplay

during the drawing process just use whatever size for the canvas you want, when "cutting away" it depends what your sheet/atlas will look like, it will resize correctly if you stick to certain multiples

Was working on stage stuff but took a little time just to make a sprite of the first charge's bottle slam. The sprite is rough, still has a visible hitbox and missing proper particles and polish (Lore is still missing her thigh-highs) but it feels better to test like this instead of just plain static red oval. I'll hold off finishing it for much later.
The bullet canceling still starts while the bottle is raised (delaying that mechanic felt bad) but the damage the ability can do only happens during the slam. The swing (second charge) still feels a bit bad and the animation will need a lot of work because it doesn't feel purposeful enough in my opinion. I don't necessarily feel I want to extend how long it lasts so I will probably have to work within the time frame I gave it.

Fantastic aesthetic, long live the age of indie games replicating early PS1 and death to pixelshit

Is this website as good as it's hyped up to be?
I want to illegally download and use tools like substance painter, maya, etc.
Maybe even illegally download some assets and use them in a game.

It's pretty great

512 is the usual high res size for hand drawn stuff(not pixel art). its always better to have a high res sheet to work with in which you can down-scale in-game without losing quality.

>illegally download some assets
just don't release your game without paying for them. when your shit game gets audited, you're going to be in a rude awakening.

>gets audited
hm?

>sell some copies of the game
>get an angry email saying i'm using their assets
>stop selling copies
>keep the money

Though the chances of a game studio downloading your shitty game from itch.io, playing enough to find and recognize the assets you took from them, and then going after you legally through an international court are really low.

anyone know a good free bitmap font? don't want to keep using minecraft

Anyone have guides on how to write documentation?

>be making money with a game people seemingly want
>I could spend a bit of money on the assets I stole
>instead I'm going to shut down my game and throw everything away
Bruh

Finally got around to reworking the lock on visuals so it shows you who you're going to lock onto if you press lock on. Thanks to the user who was hassling me about this before.

Side note, I finally found a vector graphics program I really like so I don't have to use flash any more. Affinity Designer is really enjoyable to use.

>hm?
oh boy you better look that shit up before releasing your game

>stop selling copies
>keep the money
or they can just sue you and take any potential money earned + more.

>Though the chances of a game studio
there are entire companies dedicated to doing that. big game studios contracts third parties to handle it. it's very easy to decompile c# games and check for stolen scripts.

It's an asset flip you made in a week with high quality assets you ripped illegally.
Like a game where you have to collect some shit or something.

>they can just sue you
Sure if you live in a western country and they can find you easily.
If you live in a shithole somewhere, nobody is going to file an international lawsuit just for a couple of thousand bucks that some dude earned. Besides, all they get is a paypal account. To get any more information, they would have to get paypal to release banking information first. And then the only thing they have is a bank account. Then they'd have to get the shitty bank you have the account at to release information about you. They have to do all this through legal routes. Internationally.

Ur using a 3d engine, its entirely composed of vectors.
Why use a third part program for 2d vectors?

Oh and i forgot. They don't even get the paypal account. They have to get itch.io/steam/etc to release the paypal you have linked to the account first. So that's 3 hoops they have to go through.
>get the marketplace the game is at to release your paypal
>get paypal to release the bank account
>get the bank to release your info

check out monospace ricer ebin fonts there's a shitload of them

your game looks great btw what is it named ?

Unless you live in a third world shithole, you'll get sued into oblivion. And if you live in a third world shithole, no one is going to buy your game anyways because you're too dumb to make anything worth purchasing.

github.com/Tecate/bitmap-fonts

for example

Why not just pay for the asset if you make 100k+ off your game? It's probably only like 10 bucks, and you'll feel less of a shit person. Do the right thing. I can understand pirating it just until you finish your game, but not paying afterwards is shitty

tru dat, why is no good game ever coming from india ? I know they're gamers and devs

How do I make good music for my game?

you realize that companies hold payment for 60-90 days right?

can i have an array that is something like
LoginInfo[Name,Password] = 0
so basically can i have a string instead of numbers in my array so that way i can say if 0 not online else is online
or do i need to use ds maps

Why does she swing a bottle?

valentine-404. still working on it though.
and thanks, that repo looks great.