/agdg/ - Amateur Game Development General

AGDG edition

> 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:

thinkgaming.com/app-sales-data/2/candy-crush-saga/
twitter.com/NSFWRedditGif

Thoughts?

Friendly reminder to stop watching anime. Its a drug that does you no good.

...

i'm a game developer

enjoy getting sued

nice war crime you go there

How do I make my shit load in a reasonable amount of time in UE4? I'm doing a large tiled random map with decently complex architecture. It runs fine in game but takes ages to fucking load. Doing a 5x5 map takes a solid minute to load. I'm creating the map when the game is run, so it's different each time.

>generate on demand

I tried that but I get hiccups in-game which is even worse than a long load time imo

profile your generation code and optimize it

You mean it takes ages to generate?

make your generation code less shitty? move more stuff to build-time instead of load time? chunk up the generation steps better so you can actually do generation in the background?
this is on you my dude

Engines have profilers, you know.

spread your generation across dozens of frames, surely Unreal has coroutines

Yes.

No idea how to do this.

I'll look at profiling it I guess.

Is it multithreaded

>making my own engine
>get to the part where the game needs an UI
>stop making my own engine

>No idea how to do this.
Jesus. Maybe I should make a game.

Yeah you have to make it green or something like that

>an UI

I'm an artist and can barely program, so there's that.

No, but now that I look at it, that's probably my problem.

>making my own engine
>get to the part where I actually need to make a game
>stop making my own engine

maybe as a bandaid solution just make all of the surrounding chunks smaller, so instead of every chunk in the world being 64x64, make it 16x16 and load them 4x as often or something

I was thinking an interface and the user part just slipped in

W-where's your game???

>tfw you wish you could talk to your future self to see if you will succeed

Maybe, but that would involve going in and reworking all of my chunks which I'm too lazy to do. They're already as small as I want to go, and I'm using some heavy fog to reduce the view distance and just keep things nearby loading in.

So how long until steam opens it's doors to full out hentai games?

A ton of the VNs on Steam actually are straight up porn just with some scenes cut out of the Steam version that you can re-enable with a mod.

Why are there so many fucking pussies here lately?

Chemicals in the american water.

one day u may
t. piano man

>muh red cross
it's the swiss flag you doofus

how is anime dark souls with bad endings not a thing?

Paypal has a bunch of restrictions for adult content so probably never

>anime dark souls
code vein

The color is blue and not white tho

?

Use a seed to generate the map, find a good seed to test with, and cache the result so you don't have to regenerate every time.

I'm planning to implement seeds soon, but how would I cache the result? Apparently I can't really use multithreading unless I get into C++, so I'm looking at generating the chunks 1 by 1 after the initial chunks are loaded to spread out the work load a bit.

>Make a puzzle game where you dungeon crawl
>90% done, could be released as a micro game with two dungeons
>consider adding more modes or an RPG campaign with dialogue, overworld and bosses, turning the puzzles into encounters, but that overhead would cost resources and time that would burn you out on the project

Yay or nay, expand or release?

I don't believe you post a webm

Well at a basic level you can just store a list of actors and transforms and spawn them in order. I guess it depends if the generation code is slow, or loading the assets is slow. In the latter case, then deferring non-essential things is probably gonna save more time.

bring that 90% to 100%, THEN worry about additional features.

Once the chunks are created, loading and unloading them is literally seamless so far. I'm going from 100 fps to 90 during a load phase. I just ran some tests and it looks like it takes 1-2 seconds to load 4 chunks. What I'm trying to do now is figure out how to create the chunks closest to the player in the background 1 by 1 and see if there's any lag.

If you're 90% done, set a concrete release date and do what you can before that date. Don't let the date slip.

>Decide to try being a consumer of indie games for once
>Start looking for a game to buy
>tfw after an hour of searching you can't find one game that's interesting enough for you to buy

The indiepocalypse was never real

Maybe you couldn't find anything interesting because the interesting ones were buried in shit

That's exactly what the indiepocalypse is though, a flooding of mediocre indieshit that makes it impossible to find games you'd actually like because they're drowned out in a torrent of low effort asset flips.

What kind of indie you want?

I like slay the spire user have you checked it out yet

>Isn't developing a phone game, vr game, or a game for a desperate niche.

Are you just deving for fun? Hoping some e-celeb gets the kiddies to buy it?

Stop memeing.

Just like in GooglePlay, the secret is using tags and reviews.

>groups a phone game into those other categories

Are you shilling your own game?

>phone game
>2018

>game for a desperate niche.
Are we talking about sex niche, or gameplay niche ?

but I am and I'm going to charge $30 for it too

I wish
I was making a pretty similar game maybe a year ago but mine was an order of magnitude more shitty

there's almost nothing decent on google play

it might look ok on the surface from the trailer and screenshots but when you play it it's just pure cancer

>developing a phone game
>thinks it will be successful
Someone devving for fun has a better chance of being successful than you.

>phone game

Unless you know someone at Apple, work for King or have a cool couple million to spend on marketing you don't have a chance.

Which do you recommend?

Why not both?

You are being willfully ignorant. You know those games are clones of Getting over It. What is being buried here?

I mean I guess I technically might hit both since I'm gonna have at least one sexy ass girl mecha.

who gives a shit about mobile

I can make you a list of playable mobiles. They are mostly daily through.

thinkgaming.com/app-sales-data/2/candy-crush-saga/

There is still a niche for people who like games and own phones unfulfilled. Complex rpgs/strategy games/ hard platformers. If you don't want to play a mobage gacha or temple run you really don't have any options despite waves of shovel ware.

Theres all these people who wish their phone doubled as their handheld but it really doesn't.

...

The problem is that a phone has limited options for gameplay. You cannot attach a controller or use a keyboard, so you have to get really creative around it.

I've only ever wanted an Xcom-tactical type game on mobile. There's an Arma one that's actually decent, it's just lacking character skill upgrades and shit. You basically run a team of identical soldiers the whole time.

I don't want any of that, I just want simple fun games whose progression system isn't completely fucked by ads, microtransactions and artificial play-time restrictions.

Who the hell wants to play a hard platformer with a touchscreen.

> whose progression system isn't completely fucked by ads, microtransactions and artificial play-time restrictions.
Have you thought about stopping installing free games?

that's obviously inaccurate retard

That's been solved with in UI game pads or touch menus for years. The problem remains there is no fun and engaging games for the gamer market on phones.

>If you're 90% done, set a concrete release date and do what you can before that date. Don't let the date slip.
>bring that 90% to 100%, THEN worry about additional features.
Good plan

.webm

>want to play a game on the go
>buy expensive mommy calling machine instead of a proper handheld

Prove it.

Most of those games don't work well with touch controls, they will always be better with a controller or keyboard + mouse.
One genre I would like to see more of on mobile is tactical turn based games. Those usually work well because you just click on things, no need for precise button inputs. Plus since they're turn based you can very easily stop playing and do something else if you need to.

>hey honey look at this house it's so cute and the neighborhood looks grea-
>i-is that a ICBM in the front yard?

>strategy games
I want there to be a competitive online TBS. Turns should be long enough that the input limitations are not an issue. On the other hand, matches can't be too long, since people use their mobile devices while commuting on the train or whatever. Hard to hit that sweet spot.

>That's been solved with in UI game pads or touch menus for years

>virtual gamepad
>>>>solved

>vainglory

Could really use a simple animation of the dude drilling in the different directions then it would be ace.

Fight League? You control units each turn and there's some strategy in fighting because of unions.

isnt this basically what hearthstone et all are? i mean obviously its a bit different but they're turn based strategy games with match length of like 5-10 minutes.
the only thing that would be different in your example is it wouldn't be card based, but to make it short enough i imagine it would need to be simplified to that extent.
OR words with friends, chess.com, etc. are also all turn based strategy games with short match lengths (maybe), or at least ones you can play on your commute.

>That's been solved with in UI game pads or touch menus for years
user, have you ever played a mobile game with a touch screen controller? It's terrible, there's no tactile feedback. It's easy to miss click buttons. And in most cases your thumbs will end up covering up too much of the action, but this is more of a flaw on the game devs part, they shouldn't put the action in a part of the screen that's being covered.

but I am

The phone version of SFIV has a great virtual pad implementation desu

google play link? i literally can't find it

I've played plenty of phone games that worked fine with the UI game pad. I don't have ham hands and have a decent sized phone so it works well. The trick is making the buttons visually small but activation zones big.

If chinese shovelware companies can make a fairly popular PUBG clone onto mobile with millions of players, I think people here could make games that appeal to nerds with phones for a few thousand players at least.

Not in my /agdg/

Yeah, that's true. I just never really got into card games, but it is a model one could follow, wrapping it into more traditional TBS gameplay.

I also like the social aspect of online games, so I'd try to add metagame elements, like faction chats or similar.

for online multiplayer you need expensive dedicated servers and you need more than a few thousand players to turn a profit

I have week off. Give me some game idea I can do for practise. My mind is empty right now. Would be nice if I require some bullshit mechanics.

Multithread it

I didn't mean a multiplayer game, just a fun competent game in a more thought provoking genre that happens to be on phones.

Huh, I guess it's not out on Android yet. They already re-released it once with some of the SSFIV characters (Called "Street Fighter IV Volt") and then re-released it again last year ("Champion Edition") with compatibility with 64-bit iphones and basically the entire roster from the console game, but from googling around it doesn't seem that the latest version is out for Android. Maybe you can find Volt Edition but no idea if that'll work on a modern phone since it doesn't on modern iphones.

That's impressive, i actually clapped.