/agdg/ - Amateur Game Development General

I give up 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=tYzMYcUty6s
youtube.com/playlist?list=PLU5bW3o0bUgQDwayV-EnLRTUTiRVuyT9r
youtube.com/user/Hourences/videos
youtube.com/watch?v=Wa6V4KgXoeQ&list=PLXXDrU_eGTt76Tg_a---gmWEk8Dp3Mbz7
youtube.com/watch?v=hmwFp_X-unQ&list=PLsnjJb_uK2CLSQl-kuaUMvxg8LyIWiAg-
twitter.com/NSFWRedditImage

youtube.com/watch?v=tYzMYcUty6s

Put cute girl(s) in your game so I can make lewds of them.

but my girls are already lewd

I want to make small 2d games & prototypes.
Is Godot worth it? I know there is a dedicated 2d renderer and some tools (tilesets, animation...) but Unity have a massive amount of ressources.
What's your advice

>Ok, so new thread new post.

I don't get it.

I know what I want to make, and I think I can learn while making it (moba project).
The problem is I don't understand where I'm supposed to learn. I want to make it in blueprints... Because why not? But, where am I supposed to learn? Everything I find is stuff like "We'll make a character that can run and jump, and maybe one special thing", but I don't really learn anything from it.

How do I learn? And I specifically want to make it in UE4, just because of the nice blueprints and the easily achievable graphics and everything.
Keep in mind I'm either depressed and extremely bored, or I have something like ADD, and probably an aspie. So whatever guide it is it needs to be fairly easy to follow, and not be too repetitive. I'm not really stupid, I can usually understand how something works by analyzing it (e.g. I got to 4d in go/baduk without ever studying, or anyone teaching me, just from watching and playing blitz). So I rather them moving too fast than moving too slowly, as I'll space out and lose the mood if it's going too slow.

There's absolutely no reason to use Godot yet

...

Honestly, I don't think you have what it takes.

There has been absolutely no reason to use Unity ever.

>Everything I find is stuff like "We'll make a character that can run and jump, and maybe one special thing", but I don't really learn anything from it

What do you mean? I'm pretty sure you learned how to make a character run and jump. If you're asking for what's the next step, that's where you'll need to rely on programming skill, which means you'll need to be patient and learn the fundamentals. When you do that, you won't need tutorials every time you hit a roadblock, you would be able to invent your own solutions. Unless you can actually find a UE4 moba tutorial that you can just follow along. You can perhaps look into an RTS tutorial since the controls there will be more or less similar to a moba.

do a small game on both. exact same game, so you can make (hopefully) objective comparisons

I learned by a combination of tutorials, documentation and poking around in the editor. Eventually you pick up on features and how to use them.
youtube.com/playlist?list=PLU5bW3o0bUgQDwayV-EnLRTUTiRVuyT9r
I quite like this tutorial series. Mostly because it shows a lot of functions I didn't know about.

>If you're asking for what's the next step, that's where you'll need to rely on programming skill, which means you'll need to be patient and learn the fundamentals
Exactly, but every tutorial I find is just them using a special function to add an effect or manipulate player movement. They usually never even explain what the function does or work either.
There seemingly exist no tutorial that teaches programming skills and fundamentals.

You'll learn by doing. Just follow tutorial and mess around with it. If they added a gun that shoots bullets, try making one that charges and shoots a laser.

Try making pong from scratch, no tutorial. Add some power ups or something, bigger paddle, faster ball, etc.

A project like a MOBA is pretty complex but can be broken down into simple mechanics you should be able to find tutorials for.

If you're not here for the memes and have any form of programming experience, the engine is great for small 2D games.

I've looked at his stuff, and done up to most of Hanzo tutorial... But, I really don't learn anything. He doesn't even explain what the functions he use does, I mean specifically does.

He uses the multiply float without explaining why he's using the multiplier instead of something like addition, or what the values going around looks like. It really just ends up being a follow along and virtually learn nothing, than that some functions exist but without really any explanation as to what it does (I think he used some LERP without ever explaining what it does mathematically for example).

What I mean is go back to basics and learn a programming language. Even if you want to focus on Blueprints. It's the ideas, methods, standard approaches to tackle a problem, etc that you want to pick up when learning a programming language. Yeah it's going to be boring, but this is a baseline skill that you'd need.

If you have absolutely have no experience you can try codeacademy.com or codingame.com

youtube.com/user/Hourences/videos
I liked Hourences tutorials a lot. They're all free now. He actually released games too, so he actually knows what he's doing.

Books are a lot better at explaining things. Packt publishing has a decent amount about UE4 and they're easy enough to find (pirate).

Well that's when I would first look at the documentation to find out what the things do, and then go into ue4 and play around with the node by plugging different values into it and printing the result. It gives me a good idea of how things work.

help

be more specific if you want useful advice

Be more specific.

>If they added a gun that shoots bullets, try making one that charges and shoots a laser.
Those are usually just running if branches, checking values and changing values. It doesn't really teach you anything... Unless you take it to a whole other level I guess, but then you'd need a tutorial to learn how to do it.

>A project like a MOBA is pretty complex but can be broken down into simple mechanics you should be able to find tutorials for.
Indeed in the large picture it's really complex.

But there are multiple steps
>Basic movement, in this case WASD movement and point and click to move
>>Later on merge the two to make a better movement system
>Basic AI to follow paths
>Making a map
>Making basic attack
>Making pickups
>Spawning and despawning minions and pickups
>Basic abilities
>More advanced abilities
>Obviously how to implement animations etc

Even if I were to find something, they NEVER explain what's happening.
For example, we were learning derivate and integrals in maths. I had no idea and I couldn't finish any of even the easy problems... Our teacher never told us what it was, just started up with throwing some equations (I was really disinterested too).
I had a friend who tried to help me, but I didn't learn anything... Until, either he told me, or I realized, what a derivate and integral was/represented. After that everything became super simple, just because I got to know what it was actually doing, instead of just getting some "paintings" thrown at me.

All the tutorials are doing what the teacher was doing, they never tell you the logic behind the things they show, or what it is.

This is literally a design consideration in my game. I noticed that games with waifus get more fan art than games with generic characters. Overwatch vs Counterstrike. Women also strongly prefer to play women while men don't mind. Conclusion: insert playable waifus into every game. The sort that men want and women want to be i.e. sexy but not in a way to turns off women. Mercy rather than this girl.

in b4 a bunch of nobiz dimwits going "but why would u appeal to womans? lmao cuck xd"

Guess ill just cast a line, till an answer comes that works.

So with my random room generator, how do I create prefabs/actual playable rooms that aren't just a single object/sprite. Using GM:S and the only viable solution I've seen is to basically scan coloured pixels then generate off that. But my code retardation is gonna fuck me over with that one.

Pic related is the generator in action. Got the doors to work and implementing special rooms into the code soon™. I can post my code in a pastebin if yall want.

m8 given the amount of tranners in game dev this is no laughing matter Molly Nukes could be the real deal

What keeps you going, /agdg/?

I'm not sure anymore.

sheer force of anger

Like Cortez I've burned my ships and there is no other recourse.

my desire to leave a legacy after I kill myself

My love for what I'm doing, the people I'm doing it for, and because I want to see this finished.

Something like in barotrauma or ss13

Why do you want to kill yourself?

Surely you made your rooms such that they hold the data that represents what you want your actual rooms to be, right? If not, you're going to have to find some way to use the data that's generated to act as a representation of the actual rooms will be generated afterwards.

>a shitty game is the closest thing to progeny you will produce

The hope that people will add cute girls to their games so I can draw porn of them.

Well, I can't really do documentation and such. I can read, but I "can't read". I've never managed to read a book, I've never studied, the times I've tried I zoned out after about a sentence.
The only way I got by in school was by listening to lessons, and friends giving quick explanations (history, chemistry, religion, biology were obvious a difficult).

That guys videos really don't make much sense. No organization at all...

project is taking form at least in my notes so for once I do have motivation

tfw my PC is too shitty to run unreal

>Making 3D games

>you will never live long enough to have all your dreams come to fruition

Not with that attitude.
You can do this, user.

Yeah his videos are unorganized and badly named but here's a playlist

series 1
youtube.com/watch?v=Wa6V4KgXoeQ&list=PLXXDrU_eGTt76Tg_a---gmWEk8Dp3Mbz7

series 2
youtube.com/watch?v=hmwFp_X-unQ&list=PLsnjJb_uK2CLSQl-kuaUMvxg8LyIWiAg-

If you can't read well, you could try a text-to-speech program. You could also try to make friends in a game dev discord or something to get some to teach/mentor you. or pay for one on one lessons.

Okay okay look. If you can't figure anything out yourself, can't experiment, can't into documentation and basically need everything spelled out for you in extreme detail but verbally and in a short time frame, then

I'm 45 with genetic heart problems. It's not happening.

I'm sorry. How long do you estimate you have? A few years is still enough to accomplish many things.

They'll be able to print you a new heart for $5 in a couple years, no worries.

is "skill creeping" a thing?

What's the point in a tutorial if it doesn't actually tell you what it does? May as well just make a list of various functions and then link to documentations. In fact, that would be much more useful than making a tutorial video that explains nothing.

>Now we're going to plug this into a lerp, and then the results into a function that moves our character
You learn literally nothing from that, absolutely nothing. All you got to know is that in this specific scenario it worked, but you have no idea how to use it in a different context, because you don't know what they are.

What it should say is
>This class/whatever has a value for this, and is determined by that. We'll be using a lerp, which mathematically/logically has this effect on the numbers we plug in. After we have converted this value we'll plug the value into this, which uses this logic to move our character
You actually get to know what the things you're using does, now you can find situations where you can use these things in the future, you actually learned something that can be used.

Yes of course it takes a bit longer time, but it's necessary for the content to be helpful in any meaningful way.

Coin it yourself and explain what it is. Is it just the players getting better and better at the game as it gets older?

if it's that; then definitely yes. just look at melee
I agree with you. But I would tell you : learn to read.

no, it's too much skills, spells, status effects, items, etc. that you end up never using, or they don't really matter in the end

well; as long as they are unique and not just modified versions of each other it's not really a problem

Dude forget moba. Forget ue4. Try gamemaker. There is a preery good documentation for every code with examples. Once you learn one programont language it becomes a lot easier to learn other gamemaker language is easy to learn. You need to watch some basic tutorials and then try and make a simple game like mario. Try to make everything exectly the same except the art. You need to do a postmorterm of the game you need to copy. Example, mario dosent just move left and right, he accelerates to a certain speed and when stopping he breakes like a car. Try making that mario movement michanic. Ask in the comunity forms if you get stuck. The people are very helpfull. If you need some help you can discord me kjhkj(kjhkj#0986) I am really new to discord so dont really know what or how to give someone the contact.

I know Im just wasting my time and I will regret it when I grow older and see how I wasted my youth instead of being a normal human bean, but I'm too stupid to stop

Sid Meier famously defined a game as a series of interesting decisions. Even if you don't end up using a lot of content that content still has value if it makes the player seriously ponder whether they should use it. Whether the amount of effort involved in producing that content is worth the joy of deciding between several options depends on the game's specificities.

There's no formal term that refers to the situation you describe but people usually talk of a design being bloated when they speak of things like that.

The point is to show how you can use the functions. Documentation and experimentation can explain the individual functions.
>watch video
>tutorial guy shows a node you've never seen before
>oh what's that do? I guess I'll google it
>okay now that I know what that node does I can continue
And sure. Yes it'd be helpful if the tutorial people would go into further detail every single time they add a new node, but that'd take forever to get through a video, so I actually prefer it this way because I don't have to sit through explanations that I don't need. If I need to learn a function, there's plenty of resources for it.

also, try listing out each skill/spell/item in your game in a spreadsheet and identify the role/purpose of each (offensive, support, crowd-control, etc.). If there are too many in a particular category, that would help you pinpoint which are probably redundant.

>just look at melee
Yeah man that's why devs make games more shallow nowadays like Smash 4 and Overwatch. I imagine balancing for a player base that extreme would be a nightmare.

=_=

Guess Ill do that,thx
Ill start with godot thx What is that game?

I 100% do, everything is notes right now. that's kind of why it's getting there.

Eh, I googled what lerping actually does, and it wasn't easy to find it.

Usually documentation uses such poor grammar and beating around the bush to an extent almost unreadable, and very difficult to understand. Instead of using common language, and being direct to a point, they use what they believe to be fancy grammar and never really explaining something directly.

For example, when something could be explained in 5 words, they'll usually use 20 words and try to use as many exotic words as possible (or even worse, using references to other things that you'll need to read up even more documentation, which in turn require the same thing... leading to a never ending rabbit hole).

My advice would be to learn how to program. It sounds like your issue is the inability to go from knowing how to do a bunch of specific things to combining these things in new ways in order to achieve new results. This is what programming is all about. It's something that is nearly impossible to explain but is possible to teach via exercises. This is probably not the answer you want to hear but I think that's the way it is.

If you want to make a game but don't want to learn more then a bit of programming you should use Twine or something like that. Alternatively, find a collaborator who is willing to do the programming for you.

simple wiki can be a bit better at explaining things. usually still too long tho.

Well. . Yeah I can't argue with that. The ue4 answer hub is a lot better for explanations sometimes. If I google "ue4 lerp" the first result is an answer hub page with what I think is a very nice and clear explanation to what a lerp does. Searching for stuff can be really tedious to get good answers, unfortunately.

Construct 2.

...

I forgot, it's been a long ride

give me unique idea and i will send 100$ in BTC for the best one

too uniform

I like the aesthetic.

Why would I want $50 in bitcoin?

...

Ayy /agdg/, perhaps you guys would know. What's the name for the genre / central game mechanic in games like the Football Manager series where you manage a team of characters with varying strengths and weaknesses (agility, strength, teamwork etc...) and the aim of the game is to optimise your team to be the best and beat everyone else?

You don't directly control the team and its participants, they are just a collection of stats and attributes. I want to create a game in this mold but am having trouble identifying what the particular genre is so I can do some research on the best ways in which to program shit for this project.

...

Go to Steam and look for games that have similar tags.

Update: created a preliminary object system to replace my older one

It's kind of mix between entity-component and object classes. You create classes by composing them out of components, or by "branching" from another class (which copies all of that class's components). All objects created from these classes are, themselves, just new branches with a special uniqueness component that initiates all of the other components and ties them to a unique ID in their respective system.

It's a little convoluted, but I was inspired to make something like this after having seen a pictorial representation of evolution, and the various branches therein of life. I think this system will be good at encouraging multiplicative gameplay. So far, I just have a proof of concept going with a few test branches and a couple of test components, but I think it'll be a fun system to implement.

sports management

"X Manager" or Simulation
there's no name.

My family
One brother programs, another documents and designs, I do art and ideaguy shit, I'm the luckiest guy on earth

Reminder that if you actually want your game to make money release it on the switch

I must have seen a thousand gifs of this game but I still have no clue how it works

There should be. I'm addicted to Football Manager but hardly give a shit about football or sports altogether. I'm gonna make a game with the same team management / optimisation element but without the football. Don't go stealing my idea now bros

I'd want to release for Switch even if it wasn't a gold mine for indies. Making a game and putting it on a Nintendo main console is a childhood dream.

replicating different kind of art styles to find an art style for my game

Cool game. Would play.

Also want to try this.

Nice squirrel.

by the time my game is done the ship will have already sailed and switch owners will actually have games to play other than mario and zelda

So free roaming or patroling between target points?

I get that response 50% of the time now. Play it, it clicks very quick.

Although I don't know what I'm gonna do about the trailer because of this.

What are some good ways to take player choices out of menus and putting them in the game itself?

As an example, the game I'm working on is a sort of Metal Gear Metroidvania with something similar to a CODEC. I was thinking that a neat way to let the player choose the difficulty would be to give them the option to skip obtaining the CODEC, allowing them to go in blind instead of receiving objective updates or what have you from NPCs. Effectively, skipping the CODEC would be the same as setting the game on hard mode.

Is this good game design or no? Pic unrelated.

I've been a NEET for years and I don't really have anything to show for it. It hasn't been until recently I've been actually committed to finishing a project.

the player needs to know that they're making a choice, even if they don't have all the implications yet

From this day every day, I will spend 1-hour at the very least working towards finishing my game. I will not go to sleep until I've achieved my goal for the day.
The time has come to stop being a loser and become a loser with a game.

...

>i'm writing this post to give me a dopamine kick i need right now and i will forget about this in two days, maybe a week at most if i'm lucky

bro I've already procrastinating

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