/agdg/ - Amateur Game Development General

Just like make game.

> Play 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:

harpguitars.net/history/org/org-fretted_hgs.htm
learnxinyminutes.com/docs/javascript/
youtube.com/watch?v=au8CzydxgrY
labs.unity.com/article/experimental-feature-de-lighting-tool
twitter.com/SFWRedditVideos

game more like gayme fucking faggot

I like power up rings.

Godon't, amirite?

use pelles c

whats the difference between this and fight knight, aside from using weapons

Me too.

OK, I bought FL Studio, all the Kontakt plugins, and Serum. How do I make music for my game now?

Mine's a doom gameplay mod so you can play it with any doom mapset. Multiple playable characters, combat that's not a separate instance, and my main character is way shorter than Fight Knight.

why would you buy all that shit without knowing how to make music

>easily commit changes with 1 button
>can seamlessly switch between git/bitbucket profiles
>works fast
>all done within my IDE
What's your excuse for not using proper source control?

I don't write bad code

>What's your excuse for not using proper source control?
I don't know where to start with it

why would you need version control as 1 man army? you just save a local backup before you make any big changes

shattered horizon clone when

i use ue4's blueprints
LOOL

Why not? Git can save months of backup with minimal storage and time consumption, even if you're just doing small backups without versioning, using something like SVN or bitbucket can improve your workflow a ton.

Being able to branch out is another plus, there's nothing better than working on different systems on their own branches without them interacting with each other until it's ready for testing.

>a role-playing game where you battle witches and you can erect walls at will
>>>>>>/owg/

I just had a dream about making a harp with some frets, wow.
does that instrument exist?

I give up

harpguitars.net/history/org/org-fretted_hgs.htm

...

shoo-shoo daily defeatist dog poster

I want to lewd this dog.

so whats this game about

this isn't the argument to make
The argument is that using source control through your IDE is retarded

If you say that you don't need source control, then you are retarded. Especially when your hard drive dies.

>The argument is that using source control through your IDE is retarded
reasoning? I recently switched from using the git terminal and I haven't come across any problems that I know of. it just works.

about loneliness

what do you do in this lonely game
roll around?

you get feels
will post more updates when i finish boring part of making character controller

I gave up in 2014

Let's have a give up party

>bought the worst daw out there

hm

>bought the yesdev daw

unless you're a srs producer it literally doesn't matter

>talking shit about the unity of music
kys fampai

So, in a quadtree if I try to update a moving node I should simply remove and insert every node on the tree, right?

but isn't this non optimal for performance in something like particles or complex scenes like minecraft?

Can someone list chronologically all the steps in creating a 3D model? Sculpting, retopology, uv unwrap, all that?
I know there was an image circulating that did just this.

>open asset store
>buy
>done

Dude watch a YouTube tutorial. Or goto /3/ the sticky there should have that "Image but I'd firmly place my money on watching a YouTube tutorial.

>tfw getting bald
I'm too deep to give up now, there's nothing out there for me.

...

>tfw dad still has all his hair
I'm gonna make it.

This guy again, I'm trying to figure out a good way to do world gen, because placing my chunks into a level in UE4 apparently uses too much memory to actually package the project.

I want a big world, (2-5km) so I'm thinking I could generate a placeholder map with what chunks go where, and spawn them as the player encounters them.

Are there any good tutorials on anything like this out there? I did this in Gamemaker a few years ago but have no idea how to translate that to UE4.

Working on figuring out which chunk the player is in now.

well just consider the world as a 2D or 3D grid and check the distance from the active/player grid location. then look up in your map which piece goes in the next gridpoint and spawn it, routinely clean up grids that are too far away.

99 video games on 1 cartridge

Is there a good "learn javascript in 5 minutes" type of deal?

I was actually thinking of doing this sort of game. Because I can finish jam games no problem, but bigger projects I can never finish. Maybe I'll just polish all my jam games and sell them as a packaged game.

Shut your whore mouth.

I need to know all the steps that are involved, not how to do these steps.
concept art > low poly model > unwrap > subdivide/sculpt high poly > bake maps > paint
concept art > sculpt high poly > retopology > unwrap the low poly > bake maps from the high poly > paint
Am i missing some steps? Which workflow is more used/better/wrong?

good thing about that is that if one of the games gets popular, you could expand it into it's own game.

Anyone know how to make the mouse move on its own in Fusion 2.5?

learnxinyminutes.com/docs/javascript/

>sell them

*gulp*

>spend 5 minutes learning JavaScript
>spend 20 years learning the 80 billion JavaScript libraries required by every project

1 video game on 1 cartridge

Enums are kinda stupid

>named integers are stupid

?

That's the plan, just have to figure out the execution.

Agreed. I would much rather write things like
SwitchStateTo(12)
than
SwitchStateTo(STATE_SEX_DOGGYSTYLE)
It's so much easier to take up time to look up what the hell "12" means every time I forget instead of having it documented in code with an enum.

What's the current game jam?

It's not still mechs is it?

I messed with this a bit, I'd go >hi poly model >bake normals and diffuse etc > apply to lo poly

I just read an article about only using a lo poly model in the first place and how it save some time, so maybe just do the model you want to use in game with good material mapping and shit. Would be easier to UV as well.

youtube.com/watch?v=au8CzydxgrY

remember to do the hard work.
you're not gonna make it if you seek always the easy way out.

The next jam is mechs, and the one after that is mechs. It's gonna be mechs forever now

any good isometric 3d games

We should have two mecha jams simultaneously

I'm sure Stroustrup would agree and that enums should be replaced by full fledged classes, but in real life and especially game development where performance and memory management are critical, enums are much more light weight and performant when you can get away with them.

Who buys games on itch

You can always use a strongly typed enum

>hi poly model >bake normals and diffuse etc > apply to lo poly

Let me tell you all the things that are wrong with that.

You never mention what you start with. Do you start with a high poly and then create a low poly model from that, or do you start with low poly and create a high poly model from that?
Getting a low poly from a high poly model is called retopology. Getting a high poly from a low poly model is usually done with subdivision and sculpting. You're missing steps.
You mentioned baking a diffuse map. There are two things wrong here. First, diffuse maps are no longer used in games. PBR shaders are the standard now. Traditional phong model is obsolete. Second, even if you had used the traditional phong model in your game, you wouldn't bake a diffuse map. You may be able to bake an occlusion map which would be overlayed over the diffuse map, but the actual diffuse, you never bake. There's nothing to bake.

Can someone who actually has experience tell me chronologically the process of creating a game ready model please.

diffuse maps are still used

I type my enums in caps so they're always the strongest

Which is why I mentioned Stroustrup... The OOP is eating away at his mind in his old age. In his statements in recent years he thinks everything should be an object. Integers for HP? BAD! You box that int up in an HP object so Phil in the cubicle next door doesn't accidentally add the Window.Position.X to Player.HP!

Not in modern games.

But they allow you to specify whether the enum is signed or unsigned isn't that important?

yes they are. do you know what diffuse means?

I'm sure there's use cases for that. That's just an extra, though. The main reasoning behind strongly typed enums is so they don't implicitly convert to integers when used in expressions. It's more or less just compiler time type safety, the machine code generated by a compiler is probably identical to a normal enum.

Albedo and diffuse are two different maps used in different workflows. We're not talking about BRDF here.

He's being pedantic. Diffuse maps are called Albedo maps in PBR.

The only real difference is albedo is color only and should not have any lighting info baked into it except maybe a cavity map.

Isn't that what identifiers are for?

albedo and diffuse contain the same data. diffuse colour. are you an idiot maybe? just reached the summit of mount stupid?

See You cannot use a diffuse map in a PBR shader. It will look wrong.
Pic related. Left is diffuse, right is albedo.
And it's not being pedantic, it will simply look wrong when rendered. Try it yourself.

That's exactly what I said.

Confusion between different integer values and indices is a real thing when you're implementing some non-trivial algorithm. Besides, in C++, wrapping a number in a structure is free. Besides, this makes it easier to later change the representation of values. HP is not a good example, you make it double and you're set; but things like handles of objects may change as your implementation evolves.

I'm going to assume you're , because if you're it's not. They're not the same thing.

In any case, can someone please tell me all the steps involved in creating a game ready model?

Inu Shiba, The One Who Gave Up For Our Sins, once again I thank thee

lmao dude, nice
please continue to post this every thread it really brightens my day!! :)

>Confusion between different integer values and indices is a real thing when you're implementing some non-trivial algorithm
Not really, no

>Besides, in C++, wrapping a number in a structure is free
Until you actually start doing stuff with it, and it adds a lot of needless complexity to your codebase

>makes it easier to later change the representation of values
Typical example of YAGNI

Unless you're making a banking application and you really, really need to make sure that Pajeet doesn't accidentally add Unix time to some guy's account balance, this would be an extreme example of over-engineering

>add Unix time to some guy's account balance

Thoughts on UI that's integrated into the game (ie. World space UI panels - think Dead Space)?
Personally I love them, but I would like some other opinions.

Standard in VR

I have too much fun making tiny icons and making up names for weapons.

Are you retarded? I told you exactly the process.

1 - Make hi poly model
2 - bake shit
3 - make lo poly model

I never mentioned phong or any of that shit, diffuse maps are still used, don't be a retard. Yes, you can get away with NOT using a diffuse map, but for 99% of models, you only really need diffuse and normal, the rest of the shit is nice, but barely noticeable if your diffuse is good.

This a test I did: it's a 3million vertex model baked down to 30k. If I actually spent more than an hour on it, it would probably look decent.

>not using De-Lighting tool to remove lighting

labs.unity.com/article/experimental-feature-de-lighting-tool

Less hud the better imo.

Great for sci-fi, retarded for anything else.

>Sculpt something that looks really good.
>Bake out normals of the sculpt into a normal map (a texture that has normal information).
>Create a really low-poly version of the sculpt (google 'retopology').
>Import low poly model into game, and add a material to it that uses the normal map.
If you're uysing Blender, check out CGCookie. They have a lot of well designed tutorials.
Also google.

I'm just saying from my own experience. If a number is not just a number, but has specific meaning and specific operations attached to it, then it is easier to wrap the number in a structure (initially, you only need a constructor, a getter for the value, ==, != ,and

Examples of it in a non-scifi genre?

need some fresh eyes and criticism

>Definitely contributes to the 'immersion' of VR I guess

Well, there's also the fact that the further towards the edge of the screen something is the blurrier and more distorted it gets, so a static UI isn't really an option in the first place unless it's right in your line of sight.