/agdg/ - Amateur Game Development General

You can't make progress on an empty stomach 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

Remember to be nice this time.

Where's your game?

That one minigame from kirby

>A game where you can have a gf and be happy
Goodnight devs

my game has too many gltiches!

>Animations still won't work in Unity

God fucking damn I hate Unity
I'm going back to Unreal

Hot potato? You mean hot potato? That one game from human history?

Calculated the projected star position for lighting purposes and it allows me to sample objects to see if they block the lens flare. Win win. Little victories.

>too dumb to use unity
>wants to use unreal engine

Fixed the bars with some feedback I got yesterday.

nah that one game where you don't suck dick
oh wait it doesnt exist

Why don't you collate that stuff into a Design Doc?

Assets for the head and hands boss are in the game now.

What's the easiest way to make a game? This shit's too fucking complicated.

Based Tut.

Seems like a fast boss fight.

Been watching this develop for two years now and why the heck is everything so slow and linear speed all the time

Just like

Those projectiles are hands move really really slow.

progress
hideous, ugly progress that doesn't quite work, but progress nonetheless

I really need a new .gif software, this corruption is awful

It's just the initial placing of assets and basic boss stuff. Usually it starts like this and then it gets playtested and shaped into something ~fun~
Could you clarify on "everything"?

Spitfire Mk 1

Is the flicker on purpose? If so, I like it.

Hit the old thread just as it died so posting again here.

If anyone is interested in collabbing, I'm a musician/developer who has done some music & sound design for games before and would like to do more.

SoundCloud:
soundcloud.com/simtrip

I've mostly just released electronic music on there but I'm a guitarist too and have access to recording equipment.

I'm also a Unity programmer professionally so I know the engine pretty well if that helps.

I mean, it sort of is my design doc. Stuff changes really often, so I just write out my thoughts. Stuff that feels vague becomes clearer and I can see flaws or better solutions more clearly. Besides layouts, I rarely go back and read my stuff. Writing just helps me a lot in and of itself.

lewd

here's the webm of jam game
really simple fill a bar by being on same lane, others lose heat while you're around, ice dudes take off lots of heat if they hit, fill all bars to win

Progress?

I imagine so. It's a cool effect reminiscent of old arcadey games

i would move the splashes a bit lower, it looks funny to me.

>hands change from smooth sprite movement to choppy tile animation
cool as shit

great effort for your first jam! more than most aggydaggers do in 3+ months

don't change that walking animation, it's brilliant

Testing new enemy type, plus fixing homing bullets.

There's a simulated sprite limit before slowdown and flicker occurs, yeah. It can be toggled in the options for those that hate it.
Thanks, it's always nice when people notice those BG tile effects.

Nice, reminds me of the old Mega Man games.

>the realization that you spend January nodevving even though your resolution was yesdevving
HELP

If that was a single person project I'd accept the compliment, but we had like 7 people working on this, 3 doing art 3 programming and 1 doing music, what ended up happening really is that the art dudes were bickering nonstop we ended up getting 4 different backgrounds cause whenever one was finished someone wanted to do a new one, the sprite took a full day to be made with the animations you see but it was dropped and was to be replaced but it never was so the dude who worked basically a whole day on the other sprite never really did any work for that time that mattered and the other dude had stopped making animations to the sprite we did use, we also had a menu and stuff but the final build of the game wasn't made on my pc just the actual game scene itself.

It didn't help the level you're dealing with was that the "experienced" dude I was with (since I had never opened unity in my life) first thing he does is make the protagonist and the floor both IsTrigger checked on collision and it took us a good hour to realize why they weren't colliding.

You still have 3 days user.

Unity's animation system is a mess
should have used Godot

>should have used Godot

probably the least original platformer boss battle you could have done

>Godot
I keep seeing people shilling it. What's so damn great about it?

it mines cryptocurrency for you that automatically gets donated through patreon

it's good and free, see for yourself :)

Unity is the only way to make a game.

powpowpowpow

H-have you seen godot's animation system, bud...?

This is aesthetically pleasing to my eyes. Keep it up.

I am a Unity guy.

The Good
>it's free and open source
>it has a basis for all functionality you want, visual scripting, C#, visual shader editor
>it has better scene\prefab usage than Unity (node > prefabs\scenes)
>the entire workflow is better with godot
>it can be themed
>input is much better

The Bad
>silly build system that uses python (scons)
>not amazing performance
>not as many shader variation and worse shader compilation
>not as many build targets
>the C# API is really bad
>networking

All in all, they are both really great but Godot has a better base system and until the new ECS and prefab tools drops for Unity it will continue to technically be 'better'. Practically however Unity is more battle tested so is a more known quantity than godot.

>there are people
>IN THIS THREAD
>who actually think they're going to make a game
as a perpetual nodev, my suggestion is to give up now

Have you? Unity literally tried to copy Godot's animation system with their timeline cinematic update last year.

>networking
It has high level and low level networking. What else is needed?

how do i filter godot shills?

thanks

having fun with low-poly models and some PS1 shaders

Add Godot to your filter list?
Or stop being a triggered baby. I think Unity is shit but you don't see me whining about people using it.

Wait Unity is open source??
You mean I can see and modify the engine code without special permission?

are you using terrarias fishes?

Those points were about godot.

i enjoy low level but godot really doesn't have high level networking as compared to raknet \ unity.

The high level networking is added in 3.0, there's a few demos using it as well.

>i enjoy low level
where is your online game

>Implying I don't build my game as singleplayer on a networking layer

Hey, good job. For ways to improve, try making your character's vertical acceleration (both jumping and falling) much faster, while retaining roughly the same jump height and limiting maximum falling speed. This will greatly improve your game feel.

I'm new to Unity and gamedev in general.
I got these two idle animations from Maximo. But some reason even though I have the same settings and imported these animations the same way, "idle02" does not have the same options that "idle" has?

Please help , I am retarded

Yesdevs, how do you do dev when you don't feel like it?
t. Nodev who wants to yesdev but rarely feels like it

You have to force yourself. Just like do it, even if you don't want to. Eventually something will click and you'll get a burst of motivation, but until then you have to just like do it.

instead of focusing on doing the work, focus on how you'll feel once you've done the work.

it's just like going to the gym, after a few weeks of doing it consistently it becomes habit and you no longer need motivation

Here are some basic broom and flight controls.

While on a broom you can fire a handgun.

Questions-

1
After you enter an airplane you can still use the gun. Not sure if that should be allowed? Seems like too much going on, since the triggers are mapped for both handguns and guns on the plane.

2
This is a VR game, so when you exceed a certain turn rate the middle 50% of the screen is rendered as mono (in other words I just stick a render to texture in front of the player to break immersion and reduce motion sickness. This worked for me almost completely, could maneuver without feeling sick.

But after the first two weeks in VR using partial mono rendering, I never get sick when flying, even without it.
Does anyone else have this experience? Does motion sickness come back if you stop playing in VR for awhile.

I'm wondering if I should add immersion breaking effects on a scale of comfort? Maybe people won't need mono rendering after flying for some time?

Thinking of darkening or blurring the outer edges of the screen as well to help reduce vertigo.

add options, lots of options

>flying broom
>handgun
>airplane theft
Is this Hogwarts GTA?

Pretty much, Battle of Britain edition

Yeah should probably have comfort settings explained in a tutorial too

>Battle of Britain
>Fw 190

I was going to guess Izetta.

I know it's a placeholder

An improved Mount and Blade but it actually gets released.

Deving a late entry for global jam..

>gotod
>"make game"

>pathetic excuse with undertale avatar pic
>bcs u cannot make game

>skalenium
двoщeтyткa

>spend time making system one way
>realize at the end that doing it the other way would be more satisfying gameplay wise

guess I'm redoing todays work tomorrow

worst feel, but keep at it bro

>not prototyping gameplay with action figures on your desk

>двoщeтyткa
soon!

Good grief what are those animations? The models look well enough, I like the dagger thing that you use briefly but damn

>undertale

Do you have the similar settings in the "Rig" tab?

How do I generate/create rooms into a game?
Because instance_create(x,y,roomname) does basically jackshit.

step 1. upgrade to Unity

...

I fixed it literally just making a brand new project and re importing them all over again. Now I can just drag and drop new animations and they work as normal.. weird. Perhaps I had some kind of setting on or off somewhere that was fucking with it.

>hidden loliporn
Do not open!

anime desktop wallpaper it is

Do people have some sort of transition animation in between something like a run and idle animation to remove the jittery looking effect that happens when you switch between the two animations?

2D or 3D

3D

S-sure...

Interpolate between idle and running animations based on the character's velocity.

...