/agdg/ - Amateur Game Development General

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Unwatch Thread /agdg/ - Amateur Game Development General Anonymous 18 hours ago No.205074983 > 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 (embed)

Previous Thread: (Cross-thread)
Previous Demo Days: pastebin.com/74btH1aJ (embed)
Previous Jams: pastebin.com/mU021G8w (embed)

> 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
Anonymous 18 hours ago No.205075217 1509060971609.png (1.32 MB, 1100x732) google iqdb
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Has Boku got a Switch dev kit yet?
Anonymous 18 hours ago No.205075274 So, games like Castlevania on the GBA created giant enemies made

frist

Bokube is 100% sure it's bad graphics card.

Radeon is AMD, not intel, and it's able to run Assetto Corsa at 60fps at medium settings and native screen resolution. Put your name back on, Bokudev, then go fix your game. My GPU is not the problem. Your shitty code is the problem.

You're a prick.

It is. I know the guy. He said it's his.

That one on the left. Hnnnggg

That op is a clusterfuck desu

this would've taken like a minute in Unity.

Proper thread
proper thread

He is a tranny now and ruined himself with huge balloon tits

fuck off m8, it's just a picture.

Here's the real new proper thread guys:

stop spamming

Why people say you don't need to learn C== to create a game in UE? Won't that make your game an unoptimized mess? Also if you know almost zero about coding is it possible to start learning with C++ or do you HAVE to learn C first?

Here's the proper thread

You don't have to learn C first. C++ is easier than people make it out to be.
Just don't be stupid.

No this is the proper thread:

So, where is the best place to start? I'm looking at udemy's videos right now and while they sound well structured, the guy's voice is pretty annoying.

you don't have to but it's easier because C is cleaner and simpler so you can focus on learning the basics better and not get confused by the amount of feet that have been glued to the octopus over the years.

blueprint is fine.

You can just use blueprints in UE, no need for C++.

Blueprints make your game an unoptimized mess. Don't do it.

Probably in game engine, since that is basically "pre-set" information and a shader needs to work in real time.

Depends on your game though, the different will probably be negligible at the end of the day for most people.

Is it possible to create a really well optimized game using only blueprints?

What ever happened to that black and white game that had small planets, it was 2d and a few of the webms showed entering a rocket and flying to other planets, going underground and talking to some tentacle or something.

A face portrait of a girl was a reaction pic around here for awhile.

which one is better for performance? scaling texture in game engine or in shader?

Don't listen to user. Blueprints are fine as long as you use them properly. UE didn't add that feature for nothing.
Sometimes even blueprint-based games are more optimized than C++-based, depending on the developer.

>not get confused by the amount of feet that have been glued to the octopus over the years
Isn't that similar to how programs like photoshop and blender are nowadays? There's so many new stuff being added every year you don't even have the time to get acquainted with a tool before it becomes replaced with a new one.
>Don't do it.
So where do I start learning C++ and which compiler is the best one? Is it possible to use UE to do those lessons that books and online classes give you?

Probably in game engine, since that is basically "pre-set" information and a shader needs to work in real time.

Depends on your game though, the different will probably be negligible at the end of the day for most people.

You should always pre-bake whatever data you can. If you need the scaling to be dynamic, then you might have to do it in shader, but if it doesn't then you should absolutely do it offline.

Avoid making any unnecessary code in shaders. Every operation in a fragment shader, for example, needs to be performed per-pixel in the scene. It can get very, very expensive very quickly.

>Don't listen to user
Alright, all I'm asking from both of you is to explain your point of view, how exactly can those be optimized? What can a developer make using C++ on UE that he can't using Blueprints?

But yeah.

We AGDG and we takin over
squad up