/agdg/ - Amateur Game Development General

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

> 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
Panda3D: panda3d.org/

>Learn algorithms:
coursera.org/specializations/algorithms

>Learn maths and physics:
khanacademy.org/math
khanacademy.org/science/physics

> 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

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Other urls found in this thread:

youtu.be/Mw0h9WmBlsw
twitter.com/SFWRedditGifs

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me cant make gaem
my give up

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>he didn't write his engine in a language he wrote

How much time does it take to animate such high-resolution pixel art? What is your workflow?

Give up, I dare you....

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pixel art with 60fps animations

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in 1080p

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>game dev
yikes

Pinball, but as a video game.

Why does it show me a render instead of unwrapped UV when I use UV/image editor?

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because it's set to the rendered image and not the texture

youtu.be/Mw0h9WmBlsw
why don't u have a qt animator gf collaborating with your game, user

Do you not see "Render Result"? Change it.

>mfw I realize I'm making a video shame

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what about an exciting game about feet

Just posted this in the old thread then noticed this new one, shame.

Fucked topology guy from yesterday here. I decided to take people's suggestions and try box modelling, but I have questions. Like, when you get to the neck and shoulders, how exactly do you begin deforming those into the more complex shapes needed for that part of the body? It seems a little confusing to me.

Forgive the horrible drawing, I can't art but figured having some weak guideline would be helpful.

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Kinuko is mai waifu

Why aren't you sculpting and retopologizing?

I don't know how sculpting works.

Explain your game like you just stopped the music to tell everyone about your game

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Hello everyone, you're probably wondering why I invited you here and what this 'anal vore' thing is, well...

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I find this video easy to masturbate to.

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Hold the fuck up, you can just plug in a grayscale texture into Blender's default normalmap input, and bake a proper normalmap out of it. And it also works with procedural noise.
How come I've never heard anyone mention that ?

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You should try getting started then because it's easy and fun to learn, and it's by far the best workflow for characters because it separates the artistic and logical sides.

I recommend the CG Cookie courses to get a full understanding of what you need to do, but sculpting is really easy to pick up so you can just mess around with it in Blender. Basically, you want to create a primitive mesh with the skin modifier (have it fit your character art), then begin sculpting, and once you're done, begin the retopology process, where you now have complete control over where to place your poles.

it's common sense. you can adjust the scale too.

real programming is hard.

Ain't no such thing as "common sense" when we're talking about a magic blue image that bends light.
I mean it makes sense now that I've found it but I wouldn't have thought about doing it that way.

what do we all think about c#

>CG Cookie
Do you mean the paid courses? Are they worth it then?

Thanks, I'll watch over those videos an try it out myself!

too edgy

just more ".NET'" retardation

Yes, they're by far the best way to learn Blender.

There are good videos on youtube too, but the quality varies a lot. A lot of people get referred to Blender Guru, but even he will tell you he's no professional modeler, and can only teach you basic modeling.

mid-boss fight intro cutscene
also band members have tails now

experimental change: crouch preserves some momentum from run/jump (characters do a little belly slide)

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Not exactly but

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Does making mockups constitute as devving

all the games on agdg are mockups so yea

It doesn't look directly obviously that the drums are dangerous, which is why I assume you crawl undr them. Maybe put some spikes or spinning blades on them or something?

>showing them crawling under during the cutscene
2 pro UW dev

>magic
its just math user

Oh I was wondering how you're meant to avoid them when they come up at you, now it makes sense

Explain fag

The "vector" 1P and 2P images clash badly with the rest of your style.

No it doesn't

just pay some pajeet to do all the inbetween frames

Official AGDG programming language.

cute off-balance animation at the start.
you are definitely going to make it.

post it

why do we make games?

none of the band members are dangerous on contact. you just bump into them, but you can crawl under them and that's what i wanted the cutscene to show
not sure about dropping the idea altogether but i don't really like it in its current form either, i'll eventually get to making it look thicker and with outlines
thanks

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I just want more free time to progress... life sucks

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The aim of every gamedev is to arrest motion, which is life, by artificial means and hold it fixed so that a hundred years later, when a stranger looks at it, it moves again since it is life. ~William Faulkner

that is not a bird

castle proc gen coming along ok
added round stairs
still need crenelations, braziers, banners, maybe a pully elevator thing at the top, an entrance of some kind, and basic surrounding terrain with maybe a floating island meme waterfalls in the sky kind of effect

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>tfw someone pays the minimum 50 cents to download your demo on itch.io

do these people not realize they can click no thanks and download it for free?

why not just make them in the similar style as HUD?

if 50 cents is a lot to you then you should stop being 10 years old.

>reading comprehension of a 10 year old
no u

>*man tries x*
>>why don't you do y?
>*man attempts y*
>>why don't you do z then q?
give him a break

If you were to make a game for the British people only, what kind of a game would it be?

tea making simulator

A good game.

what would you do to make old skool runescape combat more fulfilling and deep without changing so much that its unrecognizable?

>magic blue image
christ. it's just the xyz components of a vector encoded into rgb channels. ever wonder why it's called a "normal" map? a normal is a vector.

Furry action game

Try reducing how much time you spend sleeping. People waste a third of their life doing that.

Set it in Yoker

>it's just the xyz components of a vector encoded into rgb channels.
If I didn't know programming I wouldn't know what this shit meant.

You can't change the fact that it would all sound new to, you know, someone who doesn't know it.

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motivate me to work on my game

>math
please do not talk to me again

I'm taking the piss out of it.

ignore him and filter "CG Cookie". He pestered 3D modelers like this every day a few months ago while advertising his shitty blender paysite.

it's a game where you go around stopping party music and run away from angry party goers

is it ISO 3103 compliant?

x y z and vector components are math terms not programming terms. rgb is basic ass colour theory you learn in kindergarten.

The chance of becoming a successful indie dev is slightly higher than winning the lottery.

You expect me to know everything that's been said to him?

t. idiot. Why can't you offer any worthwhile advice?

>x y z and vector components are math terms not programming terms. rgb is basic ass colour theory you learn in kindergarten.
You're right, I just asked my 7 year old nephew, he just gave me a crash course to Blender.

Bashing Chavs in the head with teapots.

Give up.

>You expect me to know everything that's been said to him?
well, you could at least try by reading his post

>in VR
I'd play this

Worthwhile advice isn't free.

i want it to be fancy, but if all goes wrong that's an option too i guess

Decided to juice up the object cutting, wasted very much time trying to splice up the original "square" into segments so I could bend it, ended up just solving it in the pixel shader instead.

Attached: Distort.webm (1280x720, 2.67M)

this, enough with the shilling

Sweet!

Has anyone ever spread their real time logic calculations accross like 2 -4 tics, but interpolate for the stale frames.
giving 60fps but potential intepolation jolts, and (the point) less logic calculations per second.

You mean He replied by saying he's never tried sculpting, and then he said he'd try it after I gave a brief explanation to. What's the issue here?

The sword swing seems a bit lazy, like he was using it as a walking cane but accidentally smashes stuff with it.

So, my plank turned out pretty ugly, but I think I learned a little at least.
Don't quite understand how the normal mapping works. Why can't I just make a box, and fix the little jagged edges, and have it turn out good? Am I supposed to try to match elevations and such everywhere, or what does normal map actually make up for?

Guess that's something I'll figure out with time.

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Preposterous, de gozaru

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I'm not sure elbows work that way.

anyone know how I can get the calling player from an rpc in ue4? I get that I can add it as a parameter, but that requires the client to be honest and you cant really trust that

How many tris am I supposed to aim for for games?

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It's a bit stiff as it is I know, but I'm actually updating the IK to cover more of the body and make the characters seem a bit more flexible. (With joint constraints) Just took a break from it since it's complex/exhausting stuff.

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My game?
a plank of wood?
18 tris, maximum.

For this model? 12 tris.

In your game? Max 1 mil verts at a time for PC, much lower on mobile.