/agdg/ - Amateur Game Development General

Art of giving up edition
itch.io/jam/agdg-small-world-jam

> Next Demo Day 19 (4 days left!!)
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:

twitter.com/TomoGeGamedev
youtube.com/watch?v=JmwbYl6f11c
revivalgamedev.tumblr.com/
mega.nz/#F!gIBniSSA!-R2D3mYW5u0N5-3FROZlEg
twitter.com/AnonBabble

-------- AGDG Weekly Recap --------
Fill out the form to be a part of the weekly progress recap.
Submissions will be accepted for at least the next 36 hours.

----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

Site: recap.agdg.io
Last recap: recap.agdg.io/view?id=18023

(From last week)
Congrats:
Dolmexica Infinite, x10 score multiplier

Newcomers:
Jaunty Plumerai
Aeon Zenith
Unnamed Platformer/RPG Hybrid
Tiny Combat

Welcome back:
UW
City Night
Generic Zombie Shooter Redux

nth for never making games but enjoy seeing progress from cool devs

...

let me hold on to an idea for the gamejam bro.

>tfw I make a progress but I have nothing to post to recap guy

What if all including you are afraid of progress?

----[ Recap ]----
Game: Infinity Spire
Dev: SDC
Tools: LuaJIT, C, Love2D, GIMP
Web: n/a
Progress:
+rewrote the engine entirely over the course of a couple of days
+including a new collision detection code, an actual system for properly detecting input, lots of other basic stuff
-still no art to show (hopefully will change in the near future)
-demo for demoday will probably be shit and not do much...again

O-only 14 levels and 8 more bosses to go ugh I'm losing sanity.

Those levels look really small. Does the gameplay pose a challenge? Do you have a demo or a clip of a full level playthrough?

Thats the typical gamedev insanity when you stick with the same project for 1+ years and dont fuck up with side projects get used to it.

...

>What if
>if

As i said in the previous thread, is anyone willing to make models for me? It's just low poly stuff, and i am willing to pay as long as it's per-model and not per-hour. Animations would be good too, but not required, i know how to do simple rigging and animatin'.

why does every level seem like a reskin of the same level

Mind saying what's needed? Barrels? Dinosaurs?
Even if i can't help i wish you good luck on your project

>i know how to do simple rigging and animatin
if you know this you should know how to do simple models nigga

found the random color in Krita. cool.

it's cute and nostalgic!

Characters and enemies mostly, i'm working on a 3d RPG.

I do, but it's too time consuming and i'm still pretty bad with things like hands and feet. Considering i work, go to college and i'm the only person working on my game, i need help with the art stuff.

----[ Recap ]----
Game:Mech game that should be dead
Dev:Tomo ge
Tools:UE4, blender, gimp, krita
Web:twitter.com/TomoGeGamedev
Progress:
+ rigged, animated and partly implemented new enemy
+ finally devised a proper workflow to make levels and import them
+ simple level geometry and basic textures look better than I expected
+ couple more VFX
+ found out the camera math used the wrong transform, camera works far better now, adjusted its movements
+ misc gameplay fixes : limiting rotations to not go past 45/-45 pitch, shooting spread on AI
+ have no error messages after playing for the time in months
- Missile collision is broken again
- Need more misc items to decorate levels
- need SFX for demo day
- Didn't do too much overall last week.

----[ Recap ]----
Game: Project K2
Dev: user
Tools: Unity, Maya, PS, Substance
Web: -
Progress:
+ More level design.
+ Rebuilt navmeshes.
- DD build won't be as polished as I would like, I'll probably just dump what I have at the moment.

i can confirm this is real

how to fight it?

you should be banned for making too long posts and fucking up recap image

Got mesh stitching and hair physics done. But, how do I make the hair rendering look good? Anybody know good stylized hair methods/references?

I think you're getting confused that the artstyle is cubes so all the art has that same cube tone.

Iv made sure my levels are all different shapes, all have new mechanics, enemies, and tras introduced (on each one) and all have environmental and pushblock puzzles.

Are there any legitimate books for making vidya? Not that Packt shit.

Do you believe in the indieapocalypse?

You're only motivating me further by posting this every recap.

delegates are fucking incredible. time for me to probably misuse them.

no

I found "Holistic Game Development with unity" a good overview. Even if you are using a different engine (eg I'm using UE4) the general concepts are the same on how engines and physics work. (I have it on kindle)
Also have skimmed "Game Theory 101 The complete textbook" for more indepth theory on decision trees etc for implementing AI / designing gameplay. Don't recommend this unless you are deep into theory. But this guy has a bunch of youtube vids too which summarises concepts from his book.

Yeah I do but not for the same reasons others do. I personally think it exists in the PC gaming space because of the general indie dev space as a whole on PC was advocating for a $100 steam direct fee with the excuse of "We need open borders for anyone to upload their games to steam this will improve the industry for developers", and I sat in the background whispering months before the direct went through that $1000 for the direct would be better and $100 would harm the PC gaming industry on steam as succeeding and making as much cash would be tougher.

If you can't put down $1000 for your game I personally don't think you and your game should be on steam, and I had a good reason for that because I warned $100 direct would flood the market, making so much shovelware on steam that even average good games would have trouble because now you NEED to have a marketing budget and marketing memetic tricks to succeed at a level that was much easier to succeed without marketing and meme tricks 5 years ago.

Though people called me a nazi for my view on it as they said I'm cruel for not letting the littlest of guy upload their work easily, but I think its crueler to make the situation harder for everyone with a market flood, than to let the people who are actually good in the industry reap the success they deserve.

If you can't say whose feelings matter more in this debate and its an endless back and fourth well I think the quality of the market matters the most and for sure the quality of steam, gamers talk daily heavily now about how they even notice steam is flooded with garbage now.

I don't think the indieapocalypse exists on consoles however thats why I'm aiming for all my work to be on consoles. ALSO VR I think VR is a small pond that I need to hit with my future work as well.

thanks my dude

I fucking hate myself for agreeing with you. I think you could solve a lot of this problem by siloing chinese developers in their own steam bin for all the copy-paste-ware.

Agreed. Itch should be where all the trash is going but now I want itch to take over steam..
I just want something to take over steams garbage fuck..

how much do mobile puzzle games make on average?

>Not being able to market and use memes to sell to youtubers
if you can't evolve with the change in the game industry than you deserve to die off. Pewdiepie will play my meme game and I will x1000 more copies than gaycube. Not to mention if you can't even make game and market game you're trash.

umm no sweetie averages are a fucking useless metric

how much should I expect as amateur gamedev making a mobile puzzle game to make then? asking for friend.

Nothing unless it generates buzz, duh.

I'm going to starve to death aren't I? I mean my friend is.

Good luck.

if your game can get a small playerbase, you could be looking at 10k a year. It depends on your business model(free with ads, p2p etc.)

My jumps are fixed and end when the player touch a plateform. The problem is when I touch the side of a plateform the player stop his jump and fall. I tried to check the height between plateform and the player but it seems useless.

dot product gives the cosinus of the angle between two vectors, that's what you need.

>but I think its crueler to make the situation harder for everyone with a market flood, than to let the people who are actually good in the industry reap the success they deserve.
Raising the direct fee to $1000 would weed out some of the shit, but you can't make the argument that it would "let the good in the industry reap the success they deserve." That's ridiculous.
Having 1k to blow doesn't make your game good. I don't get why you're making that connection.

youtube.com/watch?v=JmwbYl6f11c
Honestly it's not hopeless. Here is the single most inspirational presentation on game dev you will ever watch.

>I don't get why you're making that connection.
Overinflated ego + parents financially babysitting him

>GDC trash

>implying professional shovelware makers can't fork 1000$ after all the profits
I doubt that would make it better. I believe it's hard to emerge because Steam has a shit interface that puts all games in the same basket, the virtual equivalent of the box full of ps2 shovelwares at the store.

Steam just needs better quality control as a whole, they just don't give a fuck anymore and it's on par with Desura.

Oh I didn't think of checking that. Thanks user.

Its confidence shit-tests. If you have confidence in your game that it will succeed and net you that $1000 back and profit way over than it shows your game has some merit.

It's like that argument that those who say they are going to aim for the top have a certain edge and quality over those who would settle for somewhere high but not exactly the top.

Also the shitters who are flooding the market wouldn't be doing it if it was $1000 a game to direct I can promise you that.

muh free market

It surely shows that its probably better than trash. Shovelware devs dont have that kind of money.

You speak for a lot of confidence for someone who has an unreleased game that's slowly being bogged down with a lot of feature creep. What makes you so confident in your own game that'll be enough to stand out?

On the contrary it would be way easier for shovelwaremakers to cough out $1000 than for some real dev from poor country.
He was implying that most of the steam garbage are from the kiddies playing gamedev but real situation is that there are really few kiddie games on steam and most of the garbage are from professional shovelwaremakers.
So I do believe that raising Direct plank to $1000 would actually make situation worse. A lot of real devs would be cut out but amount of shovelware would not change.

And why do you think that GDC is trash, user?

I have already made more than $1000 of Bokube without even finishing it. I'm sure it will be fine. That and it will probably do better on console than PC.

If I didn't have confidence I couldn't even be a gamedev I would have to be some kinda hobby dev whose okay with it not being their life career.

It's too muddled nowadays with a lot of assholes that focus too intently on shit not directly related to vidya. Plus the people there in general seem like they're really full of themselves.

He doesn't think its trash, it is trash.

GDC is shit but watch that video though my dude, it's literally about a guy who has professionally made shitty match 3s with low sales for the past decade.

>confidence is being egotistical and full of yourself.


Do you realize what kinda market we are in ANONS this cut throat if you don't have sheer confidence and willpower you can fail easily, they are demanded in this industry to actually finish games. If you shit on confident people as egotistical and full of themselves then you come off as a crybaby faggot who rather shit on himself and never finish a game while being edgy in threads about more successful people than you.

Faggots.

>On the contrary it would be way easier for shovelwaremakers to cough out $1000 than for some real dev from poor country.
That's what i said user, and i agree with you. Most games on steam, shovelware or legit, are made by companies, no matter how small. Having the ability to fork 1000$ isn't a guarantee of quality either, anyone with a job could save that in 2 months.

Shovelware to you guys is so subjective though some of you see full finished AA to AAA games as shovelware because of personal shitty tastes.

Now characters can check event states and give the player items.

umm this is cute sweetie

>Green + red = yellow.

Bro....

...

I...

I've been living a lie.

Paint is different. Red paint + green paint = black, gray, or sometimes even ugly brown mess.

>using light blending instead of pigment blending
ummmm.

>he doesn't know about liquid light

Oh yeah right. I thought I'd transferred to a Berenstain reality or something for a moment there.

----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: rezydev.tumblr.com
Progress:
+ Input refactor, added some options
+ Migrating to delta times
+ Changed dash controls again

Where do i learn how to develop game mechanics? All mechanics that i make are boring pieces of shit or unfun as fuck.

If your mechanics are unfun try to make up for it with fun level design

Go outside and don't play videogams.

Unless you're trying to make "experimental game 2, lot 56", you shouldn't have that much trouble making solid game mechanics.
The majority of good games out there are just slight modifications on genre standard gameplay.

Grow up.
Speak the truth.
Clean your room.
Go into the unknown and conquer it.
Sort yourself out.

no
i like my room the way it is

How can I do any of those things if I'm busy making game

Shovelware was a term widely used from at least the ps2 generation and onward, mostly for shitty games that didn't really advance the platform but just rode along on it's success.
The nature of these titles included;
casual shit with minigames,
casual shit with board games,
casual shit with casual shit,
casual shit with porn card games,
casual shit gambling games,
casual shit sports games,
etc.

These were literally scraping the bottom of the barrel in terms of devtime, quality, and any form of creative vision.

Well I did it. I had to implement the angle check only during the falling part of the jump tho.

Those people are the same breed who bullies succesful talents - they are jealous, and would rather eat their own pants instead of admitting that they hate themselves for not being able to show as much dedication as those that they despise out of spite.

Yup, that's my plan.

>AAA games can't be shovelware
>non-casual games can't be shovelware

Are the bosses in your game cool?

Why not just admit the guys point? That to you everything you don't like is "casual shit" and "shovelware"?

>the ps2 generation
WTF? In the old days "shovelware" referred to half-baked games and software, which were mainly used to advertize magazines with CD-ROMS bundled with them. "Buy this mag and get 300 games for free!" In those days the term made some sense, because there were actual limits to everything. A CD was a physical object. And it could hold about 700 megs of stuff.

However, nowadays we have the Internet and high-speed access to it too. In essense, there are no limits to anything anymore - making the term "shovelware" somewhat outdated.

What makes it shovelware?

2 people already told you this but I guess I'll also voice my constructive opinion.
I don't thing you should be using light color mixing for this. You should be using paint or as the other user mentioned pigment blending.

Blue and Yellow makes green. Or at least that's what most people would expect.

I haven't visited this general for ages.

I remember when devving with RPG Maker was still in style on here. Does that get hate now or is it just uncommon?

>devving with RPG Maker was still in style on here
I don't think it has EVER been in style here. Unless you are remembering the old threads on /v/ or something?

>AAA games can't be shovelware

Shovelware games are minimum budget, minimum effort trash. With lawbreakers, a lot of time and money were obviously invested into the game, but when the game turned out to be bad and the marketing strategy worse, the publisher decided to cut their losses and dumped it.
Real shovelware is stuff like asset flips, lazy mobile ports and minigame compilations.

----[ Recap ]----
Game: Unnamed Tactics Game
Dev: revival
Tools: Unity, Aseprite
Web: revivalgamedev.tumblr.com/
Progress:
+ Implemented Items
+ Implemented Equipement
+ Implemented a Class/Job system
+ Implemented a Quest/Mission system
+ You can now choose which units you want to use for the mission
+ Lots of refactoring and cleanup
- Spent some time making a new sprite that isn't very readable
- The code for the AI logic is a real shit show right now
- Still needs some polish before DD19
- Not very fun right now

I didn't say AAA games can't be shovelware.

I just posted that and I had nothing to do with the discussion prior.

I'm not familiar with shovelware before the ps2, but I think I've heard your explanation before.

however still, the nature of shovelware type games is mostly that it's cheap shit made without vision

Game resources folder
mega.nz/#F!gIBniSSA!-R2D3mYW5u0N5-3FROZlEg
Filled with reference images (character design, weapons, vehicles, mecha, props, environments, etc), inspo, tutorials and other useful stuff.
Some subfolders are a bit messy and unorganized.

If Game Maker is such a great tool for 2D games with no programming experience then why did my girlfriend cheat on me?

>3DPD
You brought this on yourself.