/agdg/ - Amateur Game Development General

Games edition

> Next Demo Day 19
itch.io/jam/agdg-demo-day-19

> 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:

youtube.com/watch?v=o-QpTtUVsPk
git-scm.com/
redblobgames.com/articles/probability/damage-rolls.html
twitter.com/SFWRedditVideos

First for engine dev.
Also, fuck engine dev.

pocket monsters

Any thoughts on Slay the Spire's blocking mechanic? The more I think of it the less I understand its value. Dream Quest allowed blocking but most decks couldn't block and that turned fights into races. This allowed more build variety since you didn't have to commit half of your deck to defense.

We can do it, agydygy!

Yeah he's a great example of a business first minded dev, just take a look at his website and how he sells all his games directly on it. Sure his stuff is on Steam too, but he doesn't rely on it like most moronic devs.

How the fuck do I fix my texture LOD and stop this horrible pop in?

Does the texture have mipmaps?

Hey bros i need an idea for a porn game w/ waifus

progress

google Anisotropic filtering

I just let Unreal generate it automatically

Holy shit. Someone in gamedev who is actually capable of basic mathematics and realizes driving all marketing to your Steam exclusive page is less profitable than driving them to a store that gives you 27% more revenue?!

I am shocked. Why arent you bowing before Gaben to suck his cock? Where is the Steam cumstain on your lips?

youtube.com/watch?v=o-QpTtUVsPk

and that is why you should stop it and use an engine.

post your internet shop

Looking up attack animations done. I'm gonna miss the two swords.

People don't sell their shit independently because it's a fucking pain to hook it up and you will suffer greatly if you do that without some kind of middleman, dealing with chargebacks is very, very annoying.

Excuse me but it's MY PRIVILEGE to give Steam 30% of my sales for everything they do for me

Now do it for every other enemy. :^)
More seriously, I think the MC has too much anticipation in his attacks, I kinda felt it when playing the game during DD15 or 16

It's so much easier these days, you don't need to do anything directly anymore. The humble widget takes 5% and they handle everything for you while sending you a check every month.

>meanwhile in reality 99% of the market exclusively buy their games through Steam and various official app stores aren't interested in buying digital copies of games off shady websites

How did this game sell so well in such a short time? Was it being advertised well before that release date? The first time I'd heard of it was last week

Meanwhile Microsoft is rumoured to buy Valve. Wonder what will happen to you if it's true.
That game is shilled a ton on youtube by lets players

I'm try changing around how many preparation frames it takes before the attack some more, thanks for the feedback.

make this prettier and then you don't even need art, win/win

>Meanwhile Microsoft is rumoured to buy Valve

That sounds incredibly unlikely given that Valve has very little to do with Microsoft's market interests.

rumor wtf i hate volvo now
brb buying server and setting up my own internet shop for the thrill of doing everything on my own and fighting chargebacks while not wiping any jew cum off my mouth

>[Rami's] talks have been my main inspiration to get into game development.

who are you quoting

Money does strange things to people. I agree it's unlikely, but I wouldn't be surprised if it happened.

2x resolution coming along nicely, finished the run cycle and starting the attacks

good as always. i like your UI. the anticipation is fine for the attack but i feel like when the sword is actually swinging it's a little slow.

>Game needs more juicero
>Game has no raw water

Do you have the numbers on this? Genuinely curious. If there's a developer who's done Steam and non-Steam releases and has posted the outcome. I'd think that the traffic Steam brings your way would make up for the reduced profit, but I could be wrong. Anyway, what's stopping you from selling your game in multiple places?

Some devs put their stuff on Itch and on Steam. The Itch sales are usually in the double digits.

>Its a "add code and fuck up the project episode"

No problem. Adding an animation really outlined the issue, I felt it was kinda sluggish in that demo but I didn't know why.
Keep in mind, you do want to leave some on the enemies (especially since you're restricting the field of view), and if you put in heavier weapons.

You are retarded, Steam gives you far more than enough sales to offset the revenue cut.
Just ask Gogem how he's doing since leaving Steam.

Also, it's not that Steam brings you traffic. Those days are long gone. It's that gamers are shitters who don't like using more than one store and won't even look at your stuff if it isn't on Steam. Exception: you're Blizzard

On an average day I get around 10x as many views through Steam than on Itchio, during a Steam event it can be >100x more.

It's hard to judge that objectively because I generally link to the Steam page, I still think having an itchio page is worth it.

>Just ask Gogem how he's doing since leaving Steam.
The same as ever ?

>24 years old
>no money
>still two years of study to end
>no friends
>no gf
>deving only because i'm too depressed
>post progress in social media, no one cares
>have a band
>give full time to it
>no one cares too

Guys i try to keep my self alive but it's hard, i try to do my best but no one cares, how i'm supposed to surpass this kind of things? not matter what i try i can't be successful in anything.

git-scm.com/

>being political about selling your shit
No one here gives a fuck if you think Steam is a monopoly or whatever, it's still by far the most profitable PC store.
The best route is to put it up in all major stores you know, the goal is to make buying your game as hassle-free as possible for your possible consumers, refusing to sell it in some specific store because of politics is anti-consumer and people won't appreciate it.
You won't be making more money by not selling your game.

It's all about the long game faggot. It sounds like you've made progress in everything, so you have to keep trucking along. Sometimes there's a lot of grinding between milestones, but that's okay, just make sure to have your longterm goals clearly defined.

Yes actually.

BEFORE the indiepocalypse. BEFORE Greenlight. BEFORE Direct.

JasonRoher released Castle Doctrine on his own site. Made 75k in revenue. Released on Steam later and made >50k revenue.

More sales on Steam, but that 30% is enormous. Lost abt 30k to Steam.

The idiots here who cant do math, fail at business 101, and mindlessly blow Gaben for literally no reason but some fan fetish, neglect to include a very VERY important point.

That 30k Jason lost to Steam could have been used to market his game!

So the numbers were Off-Steam much greater than On-Steam AND Steam's cut was so big @ 30% that we have to consider whether or not 30K spent in marketing would have resulted in less, more, or equal unit sales than Steam provided by default.

Plus Steam allows you to sell your steam keys off-steam and keep 100% - making it literally nothing but a profit loss to not have your own store

Plus Itch.io handles everything for you and makes it super easy with tons of features, including crowdfunding, funding goals, and alternative payment options (including bitcoin). It is well trusted and has a userbase.

Plus everyone who just raged at me or shouted how they feel priviledged guzzling Gaben jizz fail to realize you can literally sell in every store and point all marketing efforts to your most profitable store.

Plus they ignore Steam-Only users can search your game on Steam. Add non-steam game to steam, etc. Steam Gamers do that all the time when games arent on Steam.

I could refute the steam fanboys all day with point after point. But they love them some gaben cock.

The people that typically buy games on Steam aren't the type of customer that will stick around, they buy your game on sale or for achievements or whatever, so it really is more than 30% you're missing out on.

If you're just some average developer, no one is buying your game at full price on steam, they are waiting for sales. You are disposable to them and they often don't give two shits about your game. You may not care about this because sales are sales, but if you're in this for the long term your fanbase is important.

In the end it comes down to what's important to you. Want to just make as much short term cash as possible? Direct people to steam. Want life time customers and fans that will follow your work and buy your games at full price? Use something else that doesn't encourage bottom of the barrel practices.

>being political about selling your shit
>refusing to sell it in some specific store because of politics is anti-consumer and people won't appreciate it.
wew

>you will get more lifetime customers by not selling your game in a specific store
What the fuck did he meme by this? Which "serious" customer will refuse to buy your game because it's on Steam plus other stores?

If you can't be successful then lower your standards. Seriously if you've done everything "right" but to no avail then do it. I don't usually recommend it but it sounds like it for you. Focus on being happy or something. If you can't be successful in the least you can be happy.

Do you have any evidence whatsoever for this absurd claim? You realize even if a minority are Steam-only dicks, it would have to be a 30% super minority to even matter...right? So bad at math.

I know plenty lf steam fanboys who buy off steam all the time. Steam also doesnt own 100% of the market. There are plenty of devs who make games and generate a lot of revenue off steam or on both. You just dont know them.

>GM can't do 3-
umm, no honey

I never said you would get less customers, it's the quality of customer.

Again, what makes you think that you will get more "quality" customers by not selling on Steam? You didn't explain this part.

The gaben cocklickers also neglect to mention you can do both. Steam your game but focus all marketing off-steam and hide the steam link OR market off steam FIRST and then LATER post on steam - soaking in 100% from most and picking up Steam-only consumers afterwards.

It isnt like Steam demands exclusivity. Gamedevs are so bad at math and business.

>ceiling displayed over the wall even at angles where it should be invisible
umm sweetie

>The gaben cocklickers also neglect to mention you can do both.
All I'm seeing in this thread is the anti-steam retard thinking you can't do that and anyone who sells on steam is selling exclusively on steam, which is retarded since almost no one does that nowadays.

Yes I did, the entire "sales" and social media like culture that surrounds Steam. People aren't on there for games so much as achievement and card hoarding, or whatever other dumb thing Steam is doing these days. It's never really about people wanting your game, but all the Steam goodies that come along with it, is that the type of customer you want? Someone that will ask you day 1 when your game will be on sale? Or if it has cards? Or outright tell you your game is too expensive because they are comparing it other bottom scraping crap?

Okay, as you started GM3D topic - what's best way to import Blender models to GM:S?
How to make skeletal animations in GM:S?

>delaying your release on a specific store to catch the few impatient customers, alienating the rest of the people interested in the game and who will most likely not buy it after the release marketing push, instead of doing a smooth simultaneous release on all stores
wew lad, you're really bad at this marketing stuff

>could have bought all of the Amplify post processing plugins on sale 2 years ago
>now thinking of buying them at full price

fuuuuuuuuuuuuuuuuuuuuuuuuuuu

>you can literally sell in every store and point all marketing efforts to your most profitable store
I mean, this is the biggest takeaway I can think of. Build up a good hype machine and release everywhere.

You are evading the question again because you know you are retarded.

Again, how are you losing "serious" customers for selling your game on Steam? You are still selling it on other stores and your own site in this situation, mind you.

I don't have data. That's just what a lot of devs wrote when this came up on sites like Gamasutra. If itch gave you even 5% of the sales it'd be a significant market force. As is most devs skip it purely because it isn't worth it.

There are devs who make money off Steam. They mostly make super niche titles and/or porn. Many rely on Patreon to make ends meet.

>open menu in UE4
>set input to UI input only
>can't close menu because it no longer reads keypresses outside the UI
Is there a way around this or do I have to handle the keypress in the UI itself?

I'm a brainlet and a mathlet. How do I calculate chances of dice rolls, like the average chance of 1D6 dice beating 2D4 ? Is there some site that does this for me?

google troll dice roller

Learn about "expected value."

Game and UI mode instead

First it was about having more quality customers. Now you are talking about losing customers?

Are you willingly being dense? Not once did I mention anything about the amount of customers, not even in my original post.

>sell on several stores plus steam
>get both full price and discountfag sales
>sell on several stores except steam
>get less full price and less discountfag sales, but with a higher percentage of full price sales
>user will unironically say this is a good thing

Holy gogem HE ACTUALLY DID IT. Truly these are the end times.

But I don't want the other game inputs to happen.
So I have to put it in the widget, right?

>average chance of 1d6 beating 2d4

quick and dirty would be roll 10000 times, sum the average and then compare the two

on input, branch depending on whether the UI is up or not.

>D4

For every input?

I wasted a whole day and did fuck all in the learning/deving department, but i managed to make simple lootable containers with their own item lists, so at least something.

What about it?

What are you talking about? I didn't change my argument at all, I'm still talking about losing/gaining quality customers.
You still didn't explain how not selling on steam is more profitable, you talked about quality customers but you didn't explain how you will lose quality customers by selling on Steam and other stores.

It's like you learned about basic business and pricing tactics yesterday and think you got the world figured out, and then commit the most retarded logical fallacies imaginable because you don't particularly like Steam and want to discourage other people from selling their games there for personal reasons.

>selling exclusively on steam, which is retarded since almost no one does that nowadays.

Are you joking? I see this all the time, by all sorts of devs. Including ones with >100k sales & huge followings.

I think my idea is really trying to appeal to two different audiences.
But I like it and that's all I got, so I'll go with it.

nice

You can't get input events in umg.

What i do is spawn and possess a special pawn that deals with UI input. That way your current player pawn doesn't receive the input.

> self proclaimed marketing genius nodev with 0 releases and 0 experience marketing anything, let alone games

Okay.

>You can't get input events in umg.
Not true, you can override the On Key Down function. It's just a pain in the ass so I didn't want to do it, but your solution sounds easier to break.
Maybe I'll just close it with a UI button for now.

I wonder why Epic didn't include some kind of built-in solution for this.

Hahahahahha

im a dev btw

redblobgames.com/articles/probability/damage-rolls.html

dev!

Wow, a textured cube. Where can I buy that game?

r u a girl?

>Customer A - comes across a game on Steam (likely on sale) buys it and forgets about it, or maybe plays for an hour and knows nothing about the developer.
>Customer B - comes across your game from your site (likely from searching for the type of game you made), learns about the developer and buys it directly, maybe even joins your mailing list to follow and buy future games

I really didn’t think I had to spell that out for you. I talked about gaining more quality customers and how steam may not be the best for that, I have no idea where you’re getting the whole losing customers thing, if I gave off that impression then I was wrong, because obviously being on Steam will get you customers.

>customers A - in the thousands
>customers B - in the dozens
yeah, i'll go with steam

What happened to GunCat?

>It's hard to judge that objectively because I generally link to the Steam page, I still think having an itchio page is worth it.

> Owns two stores. A 3% cost and a 30% cost store.
> Links everyone to store that loses 30% of every sale.

Genius businessman right here.

My dude, Steam is a service. It offers a storefront, handles all transactions, provides customer support, provides file hosting, DRM, a user forum, tools like automatic updates and cloud services, and functions as a marketing platform. The fact that everybody looks on Steam when they want to buy a game is only half the story.

You can do both

You are still talking about two different customers, what would make Customer B not buy the game at full price if it was on Steam?
By not putting the game on Steam you are simply losing Customer A, he won't turn into a B, and Customer B is more likely to not even hear about your game since it's less popular since you sold less since it's available in less place since you're a retard.

what's the argument, then?

Team of flakey devs