/agdg/ - Amateur Game Development General

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

> Small World Jam (starts in 4 days)
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

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Other urls found in this thread:

sgtadman.itch.io/untitled-bullet-hell-game
twitter.com/DesolusDev/status/957388228545470464
soundcloud.com/ryunocore/palmything/s-fk4pU
soundcloud.com/hikouma/yellowcard-way-away-recreation-wip-3
soundcloud.com/ryunocore/free-dark-loop
humblebundle.com/books/artificial-intelligence-books
twitter.com/NSFWRedditImage

Anyone use rust with a library like piston before? Hows the language for gamedev?

The guys who participate in these make a game in a day/week/month things, do you have a library of premade assets, code and shit you use, or do you start from scratch each time?

slowly getting somewhere :)

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Friendly reminder.

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If you want to lame it just make a simple game and then change the sprites to the theme and polish during the jam

not as great without the accent

some people cheat
but the only people getting anything out of them are the people using it as a learning experience :)

Why are you equipping a Hand and why is it turning into a spear

Do I absolutely need Pole targets or can I manage without them in this situation?

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esto el es fin, shitposter

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its just a debug picture
my equipment slots are
"hand" "back" "top" "head"
so instead of making the icons i just have the slot its meant for wrote in paint as the icon since all i need to know atm is if its letting me put it in the right slot :)

Recap user, where are you?

----[ Recap ]----
Game: Bullet Hell Lane Shooter
Dev: ADMAN
Tools: Unity, Blender
Web: sgtadman.itch.io/untitled-bullet-hell-game
Progress:
+ Fixed some outstanding bugs
+ Working on a very early demo
- I want to scrap a lot of this game and start from scratch

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Which game does wolf girl belong to?

Is there any evidence that wearing heavy weights 24/7 will make you stronger?

how difficult would it be to make a tycoon style game?

like you have a small business, you buy items, people come in and use those items etc

>Small World Jam (starts in 4 days)
I swear yesterday it was still 20 days

second only to rts

IIRC that will actually fuck you up big time since you're basically just working out all the time with no time to recover
But I'm no scientist

It will literally fucks your joins.
t. fit

is like thinking fat people can move like anime if they lost the weight and not have fucked up joints.

oceanfarm

----[ Recap ]----
Game: Kick-in'
Dev: Kickindev
Tools: GM:S
Web: kickindev.tumblr.com
Progress:
+ Surgery went well. Haven't been down to do much development this past week
+ Fixed a couple of small bugs and made some changes to paahul as a result of demo feedback.

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If I want to figure out 9-slicing in Game Maker what's my best option
I know Heartbeast and Shaun Spalding have tutorials but I've heard that those might be really inefficient

sorry for the double post the thread changed before i noticed

I want to make a guy main character but also want to make a waifu-able main character

the answer is simple. traps.

Have a main character who has two forms one of which is a guy and another which is a waifu

Hi.

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I'm stuck in this situation too

I want a guy cause parts of my game are a dating sim but I think walking around town as a girl is more fun

pray for glTF. fbx is a necessary evil until then.

----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: C++/OpenGL, Blender, Krita
Web: stomygame.tumblr.com
Progress:
+ The C++ rewrite continues (All engine code now complete)
+ Fixed up bone skinning issues, 3D animation now works correctly.
+ First person animations have been ported
- Procrastinated a lot over the last few months, doing bone skinning from scratch was intimidating

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collada exists

----[ Recap ]----
Game: No name yet
Dev: user
Tools: undecided
Web: none
Progress:
+ decided I'm starting tomorrow

>blender can import and export fbx
Am I fucked?

>Do you have any other characters to share?
I haven't modeled any other OC characters yet, but they're coming up.

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they reverse engineered it so they don't have a license agreement
on the flipside fbx support is dodgy.

Cute!

Ranma is a masterpiece

twitter.com/DesolusDev/status/957388228545470464 (embed)

>no one mentions g3db

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>binary json

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adorable :)

Lol gender fluidity but it's an actual thing and used as a game mechanic.

don't ruin my fav childhood game.

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girlranma is a bitch not a waifu.
akane is a bitch too for that matter. so they're perfect for each other.
the true waifu is nabiki.

Nabiki can't even fight she is bound to get raped by balding salary man eventually

she can buy kuno's blade easily enough.

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Don't listen to those nerds. It's common to use weighted vests/backpacks for endurance training.

That's a little different from wearing weighted ankle/wrist braces

>waifuing a weakling because of her money

Everyone was having a good time but you just had to be an attention seeking faggot huh

training guitar programming
soundcloud.com/ryunocore/palmything/s-fk4pU

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kek is that even legal

>guitar programming
What did he mean by this?

Sounds neat, in any case.

it's not a real guitar

early-90s-nintendo/10

What VST's are you using? I've been trying to get a good sound using RealEight and Guitar Rig for ages now.
soundcloud.com/hikouma/yellowcard-way-away-recreation-wip-3

have you ever done anything horror ryuno?

you've got the jpop/indie thing down but I'm looking for a composer with huge range

I've given up on my current project because it was going nowhere and I was just half-arsedly designing and redesigning the battle system, unwilling to admit that it just wasn't going anywhere interesting.

mustn't descend into nodev, what should I do now? I was thinking an fps, either james bondish or doomish. maybe james bond doom?

>tfw ur game isnt in demo day picture

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yes. as long as they don't use any code from the official sdk it's fine.

at some point you thought your original idea was good. try rethinking what you like about it and focus on that.

don't go down the path of restarting every time you lose interest.

>secret angel infiltrates hell

ye

I always find myself ignoring anything that isn't Shreddage 2 or V-Metal, most guitar libraries are garbage for DI. This was V-Metal with Guitar Rig+Impulses.


Yep, but most of it isn't in the SC. I was doing a medium-scale survival horror OST a few years back but the guys publisher shut down the project.

Here is an ambient dark track I've done for the Unity store: soundcloud.com/ryunocore/free-dark-loop

desu I can do literally any genre so long as I have a reference and $$$

You have no idea m8

whilst hell is a way cooler setting it'd be better for it to be a secret demon killing angels

james doom sounds cool, make it about getting those bondmoves

This game is promising. I will follow.

did I miss the recap?

humblebundle.com/books/artificial-intelligence-books
There are a bunch of books there for game AI, might be worth a pirate.

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90% of indie game AI (scratch that actually, ALL game AI) is walking towards player and attacking when within range. Maybe strafe a little when the player walks towards them.

You need patrols and unaware/alert states too for stealth games.

What game is this?

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i dunno but it looks really cool

It didn't even start yet

Object avoidance, anticipatory targeting, cover, spreading away from friends to avoid clumping.
Decent FPS AI can be fairly complex, and then there's the other genres that require more abstract thinking like RTS which makes AI even harder.

rts AI can simply consist of build order, unit comp and pathing around the biggest enemy threats

----[ Recap ]----
Game: HACK the F.B.I.
Dev: Vestigial
Tools: Unity
Web: @vestigialdev
Progress:
+ Figured out how to use new localization system
+ Unity ECS/Jobs announcement at GDC confirmed!
+ prototyping gameplay loops in a separate project
- six projects: third party assembly compilation, core game library, core content, mod tools export, engine, and gameplay prototyping

Attached: recap.png (272x153, 52K)

I've always wanted to make a stealth game where you're playing against an AI director who has control over all the guards in the area. They feed the AI director sensory information (like door left open, body in area) and then the director uses this info to determine likely player locations and guard responses.

i think the dev abandoned that game. also no idea who it was

looks like a queer jon blow

sounds shit. it's just going to make the guards seem psychic. you have to telegraph the fact that you have been discovered in some way so the player can
A: understand what they did wrong
B: try and recover before they get bumfucked

Making AI as simple as possible is how you make it bad, not saying you need to use DeepMind to make a good AI but you need a healthy and dynamic decision tree or else the AI is just boring and exploitable.

au contraire. making AI as simple as possible is how you make it good. it's almost universal, the cleverer the ai tries to be the dumber it will seem in practice.

simple = good
complex = basically random

I made a thing... feedback welcome

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>t's just going to make the guards seem psychic

Not if they use radios and actually have a central hub in universe. Killing them before they report in could be a part of gameplay but also a downside as a missing guard would increase patrols in that area.

>In September 2014, Blow began work on a new programming language called "JAI"
Goes from being an indie dev to a language dev. This is what success does to you? Sad!

if the player can't see it it doesn't exist.

didn't this meme die years ago?

nice gif faggot

Love it, keep it up!

AI is more about how the player perceives it, the guards will feel random and telepathic unless you directly show the player what the director is thinking, it's doable with radio chatter like "body found in area, increase security at sector X".
But stealth AI is often retarded because if it's smart then the slightest misstep results in a chain reaction and you always get fucked.
I like how Thief 3 did it, NPCs notice missing loot and open doors, civilians run away when they see you and call guards to search the area, guards don't just roam around when in search mode but look for particular points of interest and even say what they are about to do like "I'm gonna look around that barrel". Probably the best stealth AI I've seen.

FPS dungeon crawler

Should A and D strafe left and right, or turn left and right?

He was already a hardcore enginedev anyway, languagedev is just another autism step.

He made The Witness in parallel. He is a very smart person and better in every aspect then anyone here.

You mean like Legend of Grimrock where movement is tile-based? Just do whatever it did.
If it's not tile-based and just classic FPS controls then strafing obviously.

Tile-based, yeah. Thanks user, you're right I should see what they did.

>He is a very smart person and better in every aspect then anyone here.
>In December 2004, feeling inspired during a trip in Thailand
>a trip in Thailand
I may not have a game but at least I'm a kiddie diddler

Strafe, unless its the genre where you're restricted to 90 degree turns

>I'm a kiddie diddler
loli jam ended months ago user