Amateur Game Dev General

Living the Dream Edition

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

> Upcoming Game Jam (Small World)
itch.io/jam/agdg-small-world-jam

> 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=VlNk6hrUn_o&feature=youtu.be
youtube.com/watch?v=KxGRhd_iWuE
youtube.com/watch?v=hjF3XUCORrQ
twitter.com/SFWRedditVideos

Game design challenge #43 (continued from last thread):

Design a new, balanced chess piece.

Well /agdg/?

>turn based game
>balanced

you
yes you

what will you work on today?

Image editor

This again. Plus some planning related to levels/story and the visual assets I'll need. I work much faster if I have a concise list of things to do.

Does it replace units and can I change the board?If no for the second then two more non-pawn pieces either side in front of rooks that move forward one space then one space to either side, attacking only diagonally. These pieces do not become anything once on the opposite side but do reverse direction so they come back to your side. Boardgames are boring.

It has movement like a King piece, but you can move it on the opponents turn

have a good day, anons!!

An assassin piece. It can move one tile in any direction and is invisible while not on white tiles

/agdg/

Its like devving on hard mode.

ah, dearest and oldest friend...

Paladin or other kind of raider-esque piece: It can move three tiles forward and then either left or right one tile, like a 'T' shape. It cannot take out other pieces on the forward approach but the left or right movement can. Unlike the knight it cannot jump through/over other pieces and has to have a clear path.

I'm hanging out with my best friend today. So I probably wont do much gamedev today.

youtube.com/watch?v=VlNk6hrUn_o&feature=youtu.be
new meme

Also for the record, you can do the same movement with the knight but the idea would be making it a pawn-like piece for pushing forward and forcing your opponent to react. The knight is more for dancing around other pieces because it can jump over them.

>6dof
>jump from surface to surface, not flying
haha no fuckboi that's not how that works

So you use shader to color edges of a tank?

Reinstall windows, keep it updated and don't install pirated software. Then these things won't happen.

why the fuck would anyone do that user? if by "shader" you mean "default standard shader with a black square surrounded by white with the white part colored whatever I want it to be," then sure I guess. Kind of an odd way to word it.

>Then these things won't happen.
t. someone that has never ever actually ever used a professional piece of software for more than eight seconds on anything even remotely complex or useful

Forgot: Don't use shit software, like Maya.

Using a shader to draw the edges would be a fun experiment, you could keep the edges a fixed width so it looks like "fake" 3D using a vector display.
Also you seem oddly confused about the other user's pretty reasonable question.

Nah man, you just don't get that this is how professional software is, and any software that lets YOU decide what the limits of the program are, since hardware isn't consistent even slightly. Adobe Premiere is most famous for this. I'm litterally only running vanilla unity with no plugins and chrome on the latest build of windows with the latest drivers for all my shit. It was my fault it crashed because I was building a lightmap with the wrong settings and it died.

Recently started working on my shitty mech game again. Today I am updating the Jackdaw set and hopefully I'll get it in-game by the evening.

tfw you finally fix a bug easily after a good night of sleep
should've gone to bed yesterday instead of trying to fix it

a second queen but its DLC

taking a bath
lil bit of dead by daylite
thinkin about makin a horror game

same as usual, u?

can jump 2 in any direction

Anyone know how I can get the mouse/cursor to wrap around the screen in Unreal engine? For example when I'm holding a button and dragging.

oh shit you're back

>why the fuck would anyone do that
because your way looks like shit

What you are describing isn't limited to professional software. It's true that software crashes sometimes, but it doesn't crash as often if you hand pick components for your PC and keep it clean in general.

t. someone who builds his own rigs for more than 10 years and who uses Unity and DCC software for more than 5 years.

My trailer. Working on trailers is fucking hard. I also kinda dabbled in making a new title screen.

>had amazing dream about idea I have been flirting with for a good while
>it only makes me more tempted to drop my current game

>emulated vector graphics

I have to be at my shitty job for the next 12 hours. Probably going to implement ranged and melee attacks, if I'm not too tired.

just skip right to the end and give up

Star Citizen but it's not vaporware.

NEVER GIVE UP
youtube.com/watch?v=KxGRhd_iWuE

Alright done. Particle > Additive-multiply. It could be improved and the tracks don't really fit with the idea but I don't really like the wireframe effect enough to try. I was confused because that seems like a huge amount of effort for something so simple and potentially experiance ruining, and you'd need to write a custom shader which I hate doing and avoid or copy/paste where possible. The original battlezone is a lot slower with a low frame rate and a fixed perspective without changing the hieght. You also don't need to worry about your own position relative to anything else or angle your tank or fire at flat angles and weak points, which is important in this game as armor thickness and angling are both implemented and vary depending on position on the tanks and the tanks themselves. It would look like a clusterfuck at 120fps with variable camera zoom and 3d terrain and effects and whatnot.

this, basically. Unless you do it for real don't do it at all.

Not the purpose of the game to look pretty, but thanks for the feedback. Some post processing makes it look a little better built out and the webm kind of butchered it but its more about gameplay feel over a network with server-deterministic physics right now than it is about how riced it looks.

now it looks better. Not like a total soy.

Hell yeah, I really missed this shithole.

You could make the body opaque, it's too busy in the pic but I think there's potential, just an emissive texture looks meh.

>You could make the body opaque
tahdah. The point is to convey "that's a tank" or "that's a small tank" or whatever and for tank nerds they know what the tank is just all about by just looking at it despite it being simple.

Can your 2D engine do this?

youtube.com/watch?v=hjF3XUCORrQ

as long as both players have it almost any piece is balanced, just look at the queen

of course the image doesn't upload

Not Armored Core dev ?

That's a different game you meme spouting retard.

yes (no)

I could..
>Spend spring break making something for small-world jam
or
>Spend it learning more about react and building something with it
One of these will help me get a job after school, and the other is more fun.

Can this semblence a good game
Nah I'm joshing it looks ok

Can you upload original texture from this pic

Isn't that just the old version again? I don't think using plain textures to represent vector graphics looks good.

Teleporter
Can go on any empty tile, or onto an enemy if you're directly next to them in any direction

>I hate shaders
but shaders are FUN

are my shaders fun?

>gimmick based puzzle platformer
I thought the market for this shit dried out a while ago

uh sure. Just toss it into albedo as black or near-blade, then emission as some HDR color value of at least 1.1 and you'll get the same thing on any cube

Yeah, its just the same thing as before. They're not representing anything user, they're just SOMETHING to convey detail because the point is not to be pretty, but be "good enough" for testing and recognition. If you got a real easy drag and drop way to do that that you think looks better I'm all ears.

I've had enough !!FUN!! in df to satisfy me for a couple decades. I heard that unity is going to get a UE4 style graphical shader maker thing soon so it hardly matters.

Been working on a new project. It's only buttons now, but it's going to be a turnbased RPG. Going to finish the battlesystem first so it can be tested to be fun or flop.
I don't get GetComponent. It's weird and doesn't feel consistent.

>near-blade
black. Near black. Fucking fingers do what I say.

>seeking a job in web development

Do you hate yourself?

I'm working on pixels. I hate it.

...

...

i want agdg to have a web app to make game covers

>a real easy drag and drop way to do that
If you always look for the easiest way out every time instead of learning new things then your game will always be mediocre.

Was that my nickname? I am the guy who worked on this game, stopped posting like 5 month ago.

looks like a 2004 flash game

with a gimmick that has enough room for maybe 20 levels

They're capsules, that's totally different >:III

You can do this easily in Unity. Probably impossible in GM

Sure, if I had any talent.

>I don't get GetComponent. It's weird and doesn't feel consistent.
oh my friend you will not have fun with unity then

alright then, fair enough, give me a way that isn't "dude vector graphics lmao" because that looks like a clusterfuck or too indistinct to represent specific models of tanks with specific weak points depending on angles.

Just want you to know I love you, especially if you can into multiplayer.

I don't know if you ever had a nickname. I just called you that because your game looks like AC.
Give me your twitter if you've got one I don't want to miss your progress.

Where are the mappings between buttons and Unity's button mapping (in preferences) stored?
Both high and low level answers ideally.

Unfortunately it's one of the largest growing field in IT right now. Unless I make the next big indie game in the next year somehow, I'll need to make myself as hirable as possible.

I'd suggest following a full "game" tutorial first then asking again.

>give me a way that isn't "dude vector graphics lmao"
make the body opaque or almost opaque but with the vector lines, you might need to simplify the models but it's not rocket science and I think it would be a big improvement

re-read his question
he's not asking about Input.GetKey

>make the body opaque
alright following you so far
>but with the vector lines
So are the lines lifting off the tank? What? I honestly don't understand what you're trying to bring across here in terms of what it looks like. Should the base model be solid black instead of just dull grey? Shiny, even? Should the back faces be culled but it still has the outline and some details without the back half of the tank? Here's the latest model made for reference I guess.

Where I come from the salaries for web developers are worse than those of general software devs (Java, C#, C++) etc. Also I've worked 1.5 years in web dev and I hate it from the bottom of my heart.

This. All other answers are a sign of low IQ

Make the body black and use a shader to draw the edges, making their width consistent instead of warping depending on angle and distance like how it happens with textures, simple as that.
Right now they just look like regular tanks painted blue, not virtual tanks in a virtual low-fidelity world, same goes to the rest of the environment.

>peice can only teleport to positions enemy pieces occupy and take them as a movement
>first player to move wins
I guess if you couldn't take the king it wouldn't be so broken so it was about taking out the opponent "warper" or taking out the opponent queen as a strategy.

From my research the salary gap is about 10-15k. It's a sizable chunk, but I'd be fine with 60k starting out considering I'm a part time wagecuck now barely pulling in 12k a year.

But I see what you mean, here I am getting a degree, learning Java and C, learning data structure and algorithms, only to be hired to make a web site look or function better.
But I honestly have no clue what I'd like to be doing after school.

Multiplayer in unity. What do i do? Pls help. Anything i missed?

First i have to decide how to implement server.
>Both client and server are written in unity.
This means physics can be ran on the server, which allows noclip checks and is generally much more customizable
>Just client is written in unity, server is written separately in C++/java/C#/whatever
This means physics need to be ran on the clients. If you have a few rigidbodies, you need to transfer authorities over them to the clients.
This allows you to run a lot of servers on a single machine at an extremely low cost.

Next i have to decide on a networking solution
>Raw sockets
The most extensible choice. You create both UDP and TCP sockets, make a custom protocol for messages, everything.
It's a pain to program though, but a standalone server not written in unity is easier to make.
>Unity's LLAPI
Use unity's native low level networking framework. I'm not sure if its even possible to write a standalone server with this.
The protocol LLAPI uses can't be that complicated can it? Does anybody know?
>UNET
Use unity's official networking solution built on top of LLAPI. But according to forums and feedback, its buggy and bad.
>UNET with cloud
Same as unet, except unity controls the servers, and you only write the clients.
Bad choice both financially and its very limiting. No server side game logic.
>Photon with cloud
Similar to UNET with cloud, except this is an asset that is supposed to be much more mature than unet, and apparently everybody is using this.
But again, bad choice both financially and its very limiting. No server side game logic.
>Photon with photon server
This is the weirdest choice to make. Photon allows you to host your own server on your own machine but you still have to pay for it per user? What?
If anybody has any experience with this choice, please explain how it works. What are you even paying for?
You have to pay for both your server machine and photon server? Why? This is ridiculous.

pick one and just like do it

If you are not particularily interested in it, why not instead write your own toy compiler or OS. These kind of things give you bonus points with every programmer reading your CV.

Perhaps, I definitely need to build some solid projects. I plan on just shooting my resume to every dev job in the area I plan on moving to and will probably take whatever comes to first so I can just get my foot in the door.

>I don't get GetComponent. It's weird and doesn't feel consistent.
What's not consistent?

>stopped posting like 5 month ago.
Why did you abandon the game, it looks sick

Where do you live? In the 90s? Where I live full stack web devs (so they have to know Java, C#, C++, as well as html, css, React, etc) are paid real handsomely and there's tons of job opportunities out there for them.

And before you say something, hardly anybody looks for a "front end dev" or "backend dev" anymore. They expect people to not only be really good at one of the two, but at least decent at the other.

I'm more backend myself (though I did do some frontend stuff with JS, JQuery, and Angular at my previous job), but currently I work on a more niche job doing video conferencing and streaming and I've been considering switching back to web dev cause it was more fun and there's more opportunities.

>web site

work at a technology company that makes/has web APPLICATIONS, not just informational websites with the only purpose of having a "contact us" page. It'll be a lot more interesting.

In my case, I'd love to be a full time game dev. If it weren't for the inhumane conditions game devs have to work with, I'd probably take a $25k paycut just to do that... maybe if I somehow found the money to sustain myself and maintain my current quality of life for 5 years without a steady source of income, I would just quit my job and start working on games.

Can confirm. That game does look sick.

>Just client is written in unity, server is written separately in C++/java/C#/whatever
You do realize the server is just another simulation of the same game? You are going to write one game in Unity then rewrite it in a different language.

I've worked with LLAPI once (custom p2p 1vs1 protocol). It worked.
UNET is expensive though (back then it was at least). Photon is cheaper.
UNET is probably the thing to go, because they will continue to pour money into it, for obvious reasons. Doesn't Photon have a UNET compatible product?

So outline then, alright.
>Right now they just look like regular tanks painted blue, not virtual tanks in a virtual low-fidelity world
I mean, again, the point isn't to look pretty but I'll give it a shot I guess. How's this for the body? I'm still looking for a non-retarded way to do the outline without slamming performance.

If you don't get into web dev too much (like become a full stack dev and do it full time), it's actually pretty chill. It won't be life changing or anything unless you make a site that hits big. But as a side job, it's pretty easy and pays bills.

I do webdev for around 20 hours a week and I'm doing about 400$ for it. I have time to work, or not work, on games and I'm not even using half of what I've learned for web dev. I learned node, dockers and shit and all those supposedly hip and new techs. But I'm just using fucking Liquid to shift things around in somebody's website.

But it's comfortable so I can't complain

>are paid real handsomely

To be specific, full stack dev jobs offering $80k-110k are really common (I'd dare say they're a dime a dozen judging by the fact that I get pinged by like 4 different recruiters every other day) in my region (which is pretty good considering I live in Georgia, not NYC, or SF.

You obviously don't know how multiplayer games work.

still looks like paint. you can't edit the texture to solve the problem of it looking like a texture.