/agdg/ - Amateur Game Development General

> 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=W_fAidYRGzs
youtube.com/playlist?list=PLXoPWlNXQg8WuiBA8Nm6G0fX97SBonBlu
youtube.com/watch?v=xdBi3HzMAaU
reddit.com/r/gamemaker/comments/69okvo/dont_upvote_does_the_tos_for_gamemaker_studio_2/
underspacegame.tumblr.com/post/170813921418/finished-up-converting-the-navmap-into-3d-some
docs.godotengine.org/en/3.0/getting_started/step_by_step/your_first_game.html
twitter.com/NSFWRedditVideo

Has Boku got a Switch dev kit yet?

So, games like Castlevania on the GBA created giant enemies made up of multiple sprites all moving around individually. How would I go about making such a boss in Game Maker? What's the most efficient way of coding an object with dozens of sprites all anchored to it and moving when the object tells them to, so you have the illusion of a giant re-animated skeleton or bouncing big-titty women?

I wanna learn Unity.

Hook a brother up with tutorials that explain Unity itself. I can program, I just want something that helps me find the individual quirks of this engine.

Can you give me some examples of what you did?

Practices and whatnot

did you land that internship yet, /agdg/? clocks ticking...

Accurate graph of my experience finding play testers.

>TFW you aren't as good at drawing as you thought you were,so you now either have to lower the scope of the game or scrap it entirely

But the bad players are the ones you want.

I used this: youtube.com/watch?v=W_fAidYRGzs

Should I take this as a challenge?

How would you design a haunted house game, but one where you play as the ghost?

I'm thinking something like a first person Ghost Master, where you play an invisible who has to spook a family. You get more power by making them scared. So at the start you can only do shit like make lights flicker or knock over objects, but as fear builds you get more and more power. The end goals would be stuff like possessing a family member (by mentally breaking them), or killing the family or shit like that.

Each map would be a single house-sized location with a day/night cycle. The npc characters would have 24hr schedules and such that you would have to plan around.

Well pick people from the middle. At least you get playtesters...

>tfw you realize the reason you don't make progress is because your attitude is always about trying to reach personal deadlines and doing things for utility, instead of just doing things for fun

Are you paying?

just git gud

I'm thinking of making a 2D porn game, should I go with Game Maker or Unity? The former was designed for 2D first and I already know its syntax, but the latter uses an OOP language which might help me down the line

Renpy is an invalid answer because it's not gonna be a VN but something closer to CoC

>POO
>helping anyone

>A VR RTS where you're playing on the inside of a dyson sphere.
Yeah! Someone remake Startopia, pls!

godot has the best UI tools

notice that they are wanting to use a tool to make a game, not use a meme

I used youtube.com/playlist?list=PLXoPWlNXQg8WuiBA8Nm6G0fX97SBonBlu because it was quick and to the point, though there are a few official tutorials that are fast too.

why don't you go fuck yourself

I have actually thought about it a few times.

>godot users can't handle banter
nobody could have guess that...

Game Maker if you want to spend $100.
Godot if you want to spend no money.
Unity if you want to make a 3D game.

What do you guys think of going completely untextured?

Are you planning on going with pixelart or hi-res drawings? What style of animation, also (frame-by-frame or tweened)?

Recap user, Recap user! Wherefore art thou Recap user?

Fuck

mite b cool if you add colors in a different way (not sure how antichamber did it but a similar look), but plain white + realistic light is terrible.

Gamemaker if you want "you can't make pornographic games with our engine but trust us we won't enforce this rule, this is just to keep our name clean" and be jewed a $100.
Unity if you want to be jewed for life.

What do you think of this art style?

Your game has to push my buttons if you want me to properly playtest/QA it for free.

But I dont think your game is next Hollow Knight/Celeste so..

Ru-user, TWG11 starts in less than 20 hours! We need u!
youtube.com/watch?v=xdBi3HzMAaU

I like detailed artstyles, not minimalistic ones.

somebody should think of a name for it, this is related to high res art like pixel shit is related to pixel art.

its shit

it's just illustrations user
Adobe Illustrator is a thing

I am going to keep shitposting here, извeни.

Really? I think it looks pretty cool. Something like this would be my goal. Its kinda comfy, imo.

I already got a GM license when it was in a Humble Bundle, so the money part is taken care of for that engine. I wasn't aware that they have a no porn rule though, is this something recent or an old rule from back when GM was a learning tool first?

It's mainly going to be text-based (like CoC), so the animation will probably be limited to menu items. As for the art style, I'm planning on having the characters be randomly generated, so that'd probably end up forcing me into pixel art

kinda meh but it can work if you go all in and do some interesting animations and/or shading

>porno-game with pixel-art

What's your opinion on the physical and magical stat splits? If I have Physical Attack and Magical Attack stats, should I split my Defense stat to Physical and Magical too?

I kinda want to do this. Is there a way to spruce it up though? What about just sticking to solid colors instead of highly detailed textures?

That's a 'style'?

anyone familiar with skeletal animations for more "realistic" 2d human bodies? i'm wondering if this'll be a satisfactory way to split up the sprite.
2 bones for the lower arm, forearm > hand
3 bones for the body, chest > midriff > hips
1(+?) bone for each hair cluster

It implies the game isn't interactive beyond just interacting with pre-positioned items that trigger text to read

It's good. Almost looks like an old cartoon.

>can't even see the curvature of the earth with the naked eye
>can see the curvature of a dyson sphere

???

...

that's an old thing reddit.com/r/gamemaker/comments/69okvo/dont_upvote_does_the_tos_for_gamemaker_studio_2/

>#girlsbehindthegames last week
>#visiblewomen this week
>all those free retweets
Rigged desu

it's just a small space station, it's round to rotate to produce centrifugal force to simulate gravity

this looks just like a modern cartoon and if one added a bit more detail and more natural shapes it'd pass as an old one as well
i don't understand the outrage some of the other posters show

...

HNNNNGH

>mystery-unique gossip is working fine and ties in nicely with the new sidequest system
feels great but I still need two random students more

Working on the Boss enemy for Grazin' Grotto: Ungeziefer (bonus points for catching the reference)

Currently he's meshed but not much else; I've done some practice on how to animate his walking. He need materials (which, like most, will be borrowed from other Dixie enemies). He's also going to have to have a bunch of Bugbite enemies stuck to his opisthosoma, though I have to implement that as a part of his actual Actor (rather than this, which is just an animation). As a part of that process, he's going to have to become the basis of the "Large Enemy with multiple static weak points" enemy framework, since all existing enemies in the framework act as a single object that can be knocked around.

Ungeziefer (and any other large-size bosses) is a single rooted invisible object and the "movement" will be all via animations, so no root motion or actual translation will be required. This helps make the foot placement feel better. It restricts the enemy design a small amount, but there are advantages in AI design (since it's just a tree of animations; a random approach, a corresponding idle, a random attack from that specific idle, and a corresponding exit) and it feels more "boss like" with attacks being scripted and more pattern-driven.

Also decided that all bosses will drop a unique weapon. Ungeziefer's will be called "The Harrow" (again, bonus points for catching the reference) and it's one of his two "teeth", which is actually a minigun with a bladed shield around it.

Did you ever release that demo? Did I miss it?

Would you guys play an edgy serial killer game? Your goal would be to break into a house and kill everyone inside. If neighbors hear screams or gunshots or if someone calls the cops, a timer starts. NPCs in the house will attempt to hide and flee from you, and your goal is to find murder them all before the cops arrive.

Demo has been pretty much release-ready for 2 weeks now but I keep adding new stuff to it. I -should- have it online thursday/friday

>tfw you spend $12,000 USD on professional drawing equipment and you're still shit at art

is this the game that was mayhem league?

You don't start seeing returns on the investment until the 20k mark. Keep going bro, we all gonna make it.

Yes. If you couldn't tell before, the "I have to find excuses to have giant bosses" should be a dead giveaway.

Granted Ungeziefer is nowhere near as big as Big Jim, but just wait. I'll have at least one boss to put SOTC to shame.

Yeah, I did that, and was exactly what I needed. Just looking for the next step.

Oh nice, this is perfect. Thanks, user.

docs.unity3d.com

Spending a shit ton of money doesn't make you better at art
You need to practice bitch

>give $12,000 to an artist
>suddenly my game has nice art
Explain that if you're so smart

>tfw all the best /agdg/ devs don't post often but when they do its great

What the fuck? How? Just buy a tablet, use the fuck out of layers, automatic shading, photoshop tricks, have decent perspective and anatomy and you'll be better than 90% of the "professional" artists out there.

An artist will never be able to do what you envisioned, which is good if you didn't really envision anything, but bad if you have a very focused vision you want to bring to life.

how can a brainlet into quadtrees?

2D physics don't work in godot 3 I swear this engine is broken now. Both my objects have collision shapes but the physics engine doesn't work anyway.

Quadtrees literally are brainlet to implement.

I said that buying expensive software and equipment won't make you better at art. Spending money on commissioning art for your game isn't the same thing. If you commission an artist and you're shit at art then you're still going to be shit at art when the game is done because you didn't learn anything about the process.

I was just goofing

I TRY to post every day to couple of days but my job makes it hard around the holidays.

Also I recently suffered catastrophic motherboard failure due to a power supply issue so I had to replace my whole goddamn machine. Just got back up and running.

What's the best place to learn C++? I know there must be one of those hands on tutorial sites for it, but codecademy doesn't has this language.

Sorry. I can't tell shitposts from reality anymore

learn C instead

no, UE uses c++, that's what I'm going to learn

It does work. You're doing something wrong.

most everything in C is legitimate code in C++.

Learn C.

Use Blueprint instead

learncpp.com
You shouldn't start with C++ with UE4 anyway, it relies on a lot of crazy macros and shit and blueprints will help you learn those.

underspacegame.tumblr.com/post/170813921418/finished-up-converting-the-navmap-into-3d-some

Finished turning my old crappy 2D map into a 3D one.

I gave them both collision shapes, that's all I had to do in godot 2. What is there to do wrong?

Are the collision shapes children of physics bodies? Did you do the physics tutorial in the docs?

What do you do when you get stuck in a programming problem?

They are children of a kinematic body and an area2D. Also the documentation for godot 3 didn't seem to have jack shit.

Spend a few weeks being severely depressed.

if it's a bug then fill everything with prints
if it's something I don't know how to do then I bing it

I don't.

The physics stuff is pretty much exactly the same as it was in 2.1. Post your code and a screenshot of the scenes or something. It's working.

Do meshing/asset design, work on animations, or level design.

Then return to it with fresh eyes.

Actually most of what I do in development involves getting stuck on something (programming/development, art design, animation, level design, or writing) and moving on to obsess over some other aspect for a while before finally cycling on to the next thing.

>programming problem

Jesus, user. You're not inventing groundbreaking algorithms here. Just write your your specification and implement it.

Where did you get this picture? The version on show at ArtStation is smaller...

But I like it. I could definitely see a visual novel or an adventure game in that style. However, I'd like the theme to be something a bit more special, and not just "oppressed communist hellhole", like 'Papers, please' did it.

The Godot 3 docs are far better than the 2.1 ones, are you sure you opened the right page? The first game tutorial uses bodies.
docs.godotengine.org/en/3.0/getting_started/step_by_step/your_first_game.html
There's a section about kinematic bodies in the docs too, it should be under Physics.