>DEMO DAY 6 SOON
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
> Demo Days
> Free audio
1st to tell you that you are a massive degenerate
>already new thread
>already getting late
>I've been spending another day coding
Not that I dislike being on a progress streak but I should really try to get a real life sometimes.
Who am I kidding? Back to coding.
Make a persistent list, and each enemy can correspond to a spot on the list. Then each spot can contain a condition like alive or dead. Then when you reload, you can destroy all the dead ones (or put dead bodies or ghosts or something).
Engine: Unity 5
Sprites done with: Spriter plugin
i'm new to webm files, don't know if will show properly
Trying to cobble together some music for a project I'm working on, and I wanted some second opinions on a track.
Does it sound too crowded/like too much a clusterfuck, especially toward the end? I'm worried that the reverb effects will make it too much of a mess.
how to construct an equation for this line?
i feel like an idiot for not knowing that
What does /agdg/ listen to that really gets them focused to program/dev?
Mine's the entire MGR soundtrack, its enjoyable enough and fast enough to keep you energized but familiar enough to me to not be distractingly good
Find the slope, then shift the graph according to one of the points.
You have the points (0,3) and (10,0), so you know the slope will be -10/3.
-10/3 * 0 is 0, so you need to add 3 to make it match that point.
So your equation is -(10/3)*x+3
you have to design from the ground-up with that in mind
Here is is. The culmination of over a year and a half of on and off (mostly off) development due to actually having a job and being a lazy cunt.
Eh, like I said, it was on and off, with the vast majority of it off. I started during summer of last year, then got a job, moved, and finally settled in before restarting. Its probably all of less than a handful of actual coding sessions right now, but the majority of it was enginedev shit, making sure things are in order to be expandable. I haven't even touched the idea of gameplay yet.
>some shitposter made this unironically because the shitposter trading cards upset them that badly
looks like shit
Damage sponge enemies is the most unfun thing you can do in anything. Check the dark souls 2 DLC for that.
In hotline miami almost everything killed you on the spot and that game was stellar. It also feels amazing when you shoot and things die.
Just let him make the game he wants to make. "Bullet sponge" enemies have been a thing since the beginning of games. Treating every 2D game with guns like it's counterstrike is retarded.
>some shitposter made this unironically because the shitposter trading cards upset them that badly
I'm the guy who made it (in between making sprites because pixel art is hell) and I only made it as a way to combine the board's flavour of the month shitposter (mothdan) with an excuse to get people to post progress.
I actually like your trading cards and wanted to contribute to the board like your trading cards did, but with more emphasis on progress. sorry if it seemed shitposty fa.m
I forgot that the idea of finished product is so terrifying for people here.
The fact that something has happened before doesn't mean it's worth copying and damage sponge definitely isn't.
I wanted to give the man an idea that might help his game be less of a chore to play. Didn't know I'd have to confront his avian attorney first.
Not them, but bullet sponge enemies can be fun if the weapon you're using is satisfying to fire, and the hits are rewarding, and you're just as spongy. Think Borderlands 2 when firing that legendary hyperion smg (I think it was called the 'B!tch', and there were some variations to it too) at one of the tougher enemies. It's wildly inaccurate the first 2 or 3 shots, but then after that you see the weapon rapidly increase it's efficiency to pinpoint accuracy. It would be wasted (and unsatisfying) if the enemies only went down in 1 or 2 shots. Plus I liked that tapping sound it makes whenever it fires. Then you got the numbers popping out on hit, and it's just an overall fun weapon.
Where they fucked up is when they started giving enemies regenerating health and damage resistance in the harder difficulties, then it just feels like you're wasting ammo and should be using a better weapon.
If you can make it fun, do it. I think that's what matters.
>not making your game the biggest most blatant p2w collectathon that is somehow considered a champion of crowdsourcing
disregarding your "muh special snowflake gamer high ground" there is virtually no difference between uninspired gameplay copying mainstream AAA games and uninspired gameplay copying dead/obscure games
>not big into fighting games, but buy skullgirls to give it a try
>punch, kick buttons
>half the animations have nothing to do with punching or kicking, they're just random hair flailing about or some shit
I've tried out SF and brawlhalla since, they seem much easier to pick up due to not being over-animated clusterfucks.
guys, making a strategy game is hard
if I wanted to make strategy game that is similar to some other strategy game out there, i would at least have something for reference
but every single strategy game is using(or is centered around) the single thing that I want to avoid - units
>muh special snowflake
Why is it always the special snowflakes that say this?
So you're saying games should be 100% unique? Right, like music should be 100% unique too, right? Or television? Or books?
The difference is that one set of mechanics is fun, and the other is not. I'd rather someone copy a fun mechanic than a shitty one. You're telling me you'd rather play any of the Flappy bird clones over something like Freedom Planet? There's no difference there? Or maybe it's just because you prefer shitty games. Nothing wrong with that, more power to you.
It's only that way because it's been around for so long.
The same will happen to any videogame that is around and competitively played long enough, and it has plenty of times before.
It's too watered down. I never looked at the manual but I could perform all these silly combos that pissed my friends off, and all I did was mash buttons. literally you can do an air combo as long as you change the direction you hit and go a step up higher in how heavy the attack is. I don't even play fighting games either, so it was more hilarious because my friends were the street fighter enthusiasts and they had more time practicing mvc3 before I even started playing.
>Units can now die
I need to tweak the damage formula. And I'll need to start doing the AI as well soon. Shit.
Videogames have the advantage of being mostly realtime, there is always wiggle room in a game of starcraft and whatnot to come out ahead due to minor variations on timings and micromanagement.
He said "played as much", so RPS became irrelevant at the "played" part because literally noone played it besides googum.
He is also claiming that his new UI-only game has infinite content therefore it's too cheap at it's current price. (15$ or something, i never checked)
yes, but its not like the same game getting played over and over by faster and faster players doing the same thing but faster and more precisely is any more interesting than something like chess.
in the long run, smth in the vein of CK 2 or EU 4, but without having to manage units
to each his own, i quess
you will manage your citizens to do what you desire
you're dumb, my point is that the standard they set applies to animations (and tutorials) only, other than that the game is very bland
it's okay to like bland games, i'm not your mother
I kind of agree, but I think that's only because the games that are played by speedrunners are games that are either very simple or manageable (ex: you can recover from errors in judging physics)
I don't think it's impossible for a video game to become more than a game of memory in the long term, given enough complexity
The problem is, the more complex it is, the less interesting it becomes for the player
I prefer working in it, then going into perspective when I want to preview it.
the other day some people said they'd be up for translating my game. email me
That's up to you. It's only a group so you can manage your own repositories and licensing. There could be a central repo too if you don't feel like managing your own. I'd suggest MIT but you can go with anything. All languages are welcome.
STILL working on this piece of shit
there's been a hundred mysterious bugs that have arisen over this whirlwind attack
i really don't know if i caught em all, im scared
Also Risk of Rain. The only thing bad about the game is the flying enemies that can move through the walls or the ground. Those cheap, cheating bastards. The game would be perfect if I could mod those kinds of enemies out. They sucked on the NES, they suck on modern systems.
>making overhead 2D shooter
>gunshots go to directly to mouse cursor by (X,Y) coordinates
>decide to add or substract random value to X and Y to make a "cone of fire" effect
>notice the cone of fire isn't even depending of the angle you shoot
>google a function that'd would solve the problem easily for me
>don't find it
>dig out class room notes from several years ago
>end up working several hours just to fix something you barely notice because I was too autistic to overlook it but too dumb to fix quickly
>won't be able to do any significant progress today because of this
from wikipedia article about this game:
>Base-building is comparable to other real-time strategy games of the period, but UNITS are autonomous
>but UNITS are autonomous
units being autonomous are still units
Are we gonna have a problem?
y-you're waifu isnt really that cute
im sorry im sure she is im just bullying you pls dont die
Is any form of criticism here considered bullying?
What a healthy environment.
yea, I quess I am not gonna find any better alternatives, I just keep circling back to this
The Z-axis is too deep for me
i think theyre jokes not bullying
here's a good joke from the last thread.
So I've run into a small issue, don't know how to solve it. I have X assets (in this case, meshes) in a folder which I want to at runtime assign to various spots in a blueprint. I can't figure out how to "get" these things from the content browser. Any ideas?
In other words:
Blueprint has 7 empty Static Mesh components. When the game starts, I want the blueprint to search in a specific folder for meshes, and then pick one out of them to use. How do I get it to search for meshes in a folder?
The thing is, I want to have an arbitrary amount of files in that folder, so manually assigning them would only work if I have X and no more than X files (and then add any additional ones every time I add more to the folder).
If I can't find a solution, though, will use that method.
>I want to have an arbitrary amount of files in that folder
Well thank god arrays can hold an arbitrary amount of data.
>and then add any additional ones every time I add more to the folder
sounds like you are just too lazy to hardcode. I sincerely doubt you will finish your game
Yes, it's because it's loading so much enterprise goodness.
I still prefer it over monodevelop because it was better at formatting code and autocompletion, but maybe that's changed since I last compared them which was like 2 years ago.
>Player/Enemy turns and units implemented
>No longer possible to attack your own units (lame, I know)
>Unit cooldowns working as intended, if a player has no units ready, the enemy gets 2 (or more) turns in a row
Added 3D radar, which i think is pretty cool. It takes objects which the ship scanner detects and displays them in 3D space. It can be also zoomed in and our and the size of the whole thing can also be easily changed.
Fuck you! Stop being so good! stop implementing all this stuff so fast!
You're great, never stop
>arrays can hold arbitrary amounts of data
...yes, I know that.
>too lazy to hardcode
You have to be trolling. You can't be seriously advocating I hardcode that. The whole point of it is to be able to easily swap out parts.
Well, if I ever complete this
engine, I suppose it wouldn't need much modification to become more advance war-sy. Right now I'm gonna go with more ranged combat (that is, you don't need to be next to your target when attacking). Of course, AI is going to be the hardest part to implement.
Stupid question but hear me out
In Unity, say you have an animation that plays when you press a button (with a SetTrigger).
How would you prevent the animation from playing again and again if the player keeps pressing the button while the animation is still playing?
Anyone know why my player model is shifting forward in UE4? Normally the camera is in front of the head, but as I play either it pulls further and further back, or the model pulls further and further away.
I had an idea to make a game that was some kind of city manager/builder but the units would be other player characters who would receive updates on tasks from someone who would be randomly selected or voted to be the manager/overseer/mayor whatever.
one player manager per six or so player 'workers' to each 'faction or team, and two or three of those factions per map. so you could also have players sent to antagonize other teams or something it was gonna be either medieval castles, or fantasy (3.5 dnd-esque), or like backyard kids cardboard imagination rule the playground or w/e.
Sounds like something is wrong in your movement script. The velocity of your camera and pawn aren't synced for whatever reason. Did you write your own movement script with blueprint?
you must have made at least 10 games with it, where are your games?
Went with the first poll for >>127239216, is that okay?
Post your username to be added, or add the user "agdg" to any repo and you'll be added to the group.
It shifts regardless if I'm standing around or running around. It does seem to happen more the further I get away from the map origin though... Not sure if that's in my head or not.
It might be excessive, but they did a thing for that in the Tanks! tutorial, episode 6 Firing shots around the 20 minute mark.
Although, their player characters are using a charge up attack with that button so it may not apply to your situation fyi.
>look up tutorials for making a turn based strategy game in blueprints
>no tutorials, just advertisements for a unreal store product
>look up tutorials for making an rpg in blueprints
>no tutorials, just advertisements for a unreal store product
>need tutorial for blueprints
what? it's visual scripting just start making stuff and go from there
Yeah, god forbid you actually had to think for yourself
I don't know shit about the design side of things. Any recommended books, tutorials, videos, etc.?
Talking about layouts, introducing enemies, making fun boss fights, that kind of shit. Not art.
Not that guy, but that's basically the same as saying "Programming isn't hard, just write the function you want."
Blueprint is pretty simplistic, but you really have to know what you're doing with it in order to make anything worthwhile. You also need to know how to subsidize your blueprints with C++ code. If you do everything in blueprints it'll get super messy.
In my experience, blueprints are best used for simple scripts and materials since it lets you visualize what you're actually doing to the material in real time. C++ should be used for anything with mechanical depth. The problem is, you end up with people like that guy who think they can do everything in blueprints and you end up with an inefficient mess like >>127249730 is saying.
>mfw casuals find blueprints too hard to use
i'm not a good programmer, but im trying to learn stuff
Why does it seem like more successful games are made in gamemaker than unity?
Also when is gamemaker 2 coming out?
>Zelda Jam Poll
you were really rustling my jimmies there, mate
>mfw became the joke of my family on new years eve for not knowing OpenGL
You never know when they are gonna bring up the topic these days
yes, it's fisher price as fuck
this...ahem....fandoism that surrounds Zelda, it just sends shivers of cringe down my back
its hard to put to words, these feelings
what about TES Arena
what about King of the Dragon Pass
what about any other ancient game
why not just have a jam dedicated to RPG's
>Unity doesnt support real languages
>Unreal forces you to use VS which is one of the shittiest/slowest IDE's there is.
>Cant find where to start with OpenGL
>SDL cant handle 3D but in all other aspects are perfect.
All I want to do is to be able to place lights and 2D bilboards with normal maps, in 3d space. Why is there no good easy to use engine that has this?
Has anyone written a game in OpenGL here and can you please give me some headers then?
Will your game be accessible to the disabled?
A very easy jumping off point for OpenGL is https://open.gl/, but you'll probably want to fill it in with the OpenGL red book as it isn't very indepth.
BUT I don't think your complaint about VS is very valid, you can edit the files in any editor you want. You only need VS to build and I think there might even be a command line tool included for doing that, or you can write batch scripts to compile and link using the VS toolchain.
so what, what's so special about that Zelda game that it should get a dedicated game jam
you need to be older than 18 to visit this site, anon
(I didn't know that)
Its just that I expected this place to be free of this kind of casual tier cultism about a simple game.
Oh Man, normies can sometimes startle me so much.
Sorry I missed this in the previous thread, looking good lemmingsdev!
i am a huge contrarian faggot and don't you forget that
My game is an RPG which takes inspiration from old timey dark and grim fairy tales.
Needs a loud "WHIRRRRRRRRRRRRRRR" as he spins through the air, maybe a few stars and a swirly floating over his head afterwards to show how dizzy your Froggo is after spinning at mach 20.
Cute as fuck still
heretofore you will know the meanings of these terms inasmuch as you are able to learn words via context.
This is great, thanks for hosting this.
Come on fags, don't you like good games?
Quality a shit because OBS to record it, looks sharp irl.
cant even link correctly god fucking damn
I've downloaded a webcam dll from the gamemaker forums however I have not been able to make it work. I'n getting compile errors left and right.
Got it from here
>The theme for this jam is The Legend of Zelda.
>This means that your submission should draw inspiration from The Legend of Zelda series directly or indirectly.
Doesn't have to be a Zelda game, senpai.
How do you make an instantaneous transition at all points in a previous animation?
I don't want the jump animation to transition at the point in the image, I want it to go immediately at any point, cancelling out the previous animation so it doesn't finish.
my Idle -> Jump works fine because Idle is a shorter animation, but Walk -> Jump is being a bitch.
Fuck, this image should describe what I mean better.
How do I make light blend together like this in GameMaker? I'm not sure what to actually call it.
Sure, that makes it instantaneous. But only at that specific point in the walking animation.
So like, I have to progress through my walking animation in order to transition. In this case, my walking animation will only go into my Jumping animation at: "Frame 40."
I want it possible to go into my jumping animation at Frames 0-60 of walking.
Wait, wait. So if I start using a name and shitpost constantly about how people who don't vote will pay $40 for a half-assed politics simulator, then I'll be a yesdev instead of a whodev?
Same rules as Winter Jam, you can start now but ideally wait for the Jam to begin.
>manage to play through my game with nothing completely breaking
Demo day here we come
Alright. I'll keep working on my game I already have started, then.
>want to make a game with a story
>have all kinds of ideas for a story
>none for a story for the kind of game I've literally already built up to the point of needing to start designing levels and such
I did not think this through.
>Relying on speech recognition excludes all players who are either physically unable to speak, physically unable to speak to an accurate enough level to be picked up by voice recognition, or cognitively unable to understand language.
Why would someone cognitively unable to understand language even play a video game in the first place?
>>game with a story
Ducking storytoddlers, man
This is what i'm trying to achieve.
source is: multiverselabyrinth.tumblr.com
It's honestly up to you, anon, and even then who would know?
that's pretty broad dude, they haven't all been top-down "adventure" action games
there was that Dynasty Warriors one, the CD-i visual novel kinda thing, Link's Crossbow Training was basically kid-friendly Time Crisis... it's not as prolific and broad as pokemon but it's still not very specific
That's actually the reverse effect
Instead you draw a shadow over the whole screen and then you use subtractive blendmode to light specific areas up. Think of it as drawing shadows instead of casting light
unless you're just talking about the light balls conjoining in the middle there, that's a metaball effect:
Because a lot of games don't rely on language for actual gameplay. If they're unable to understand language they still might be able to play a game.
My nephew is a few years old, he can't really read but he's still able to press the "play" or "start" button on many games. And he's able to click the "next" or "continue" button at the end of levels. He just does it based on trial and error, not the actual words.
>that scene in Link's Awakening
That was one the hypest moments of any Zelda game, the triumphant tune that plays when you pick up the sword, the transition to the classic Zelda overworld theme with that fanfare before spin attacking, it's amazing how just adding a few touches like that really conveyed "the adventure begins now"
Love that game.
>be a BR
>play a game
>because it relies on language, I can't play it at all because my english is poor
an easy example without having to resort to "IF YOU DONT KNOW ENGLISH YOU ARE RETARDED"
something like cowadoody or collapse, you can look up a translation of the manual/menus and sorta wing it if your language skills are poor but still have fun with the core gameplay because the core gameplay is not language based. Even in RPGs or VNs, they can be localized easily, and the core gameplay relies on the concepts spoken between characters and not the actual specific language.
With voice recognition, it absolutely relies on a specific set of words (and can be prohibitive to localize to recognize different words), and people who even just have lisps or low-quality mics will be at a distinct disadvantage for metagame reasons, because they'll have a harder time getting the game to read their inputs.
I'm starting a project using Unity with a friend of mine. We're using BitBucket with SourceTree for source control. I know not to commit certain folders and files, I just wondering if there was anything else I should know.
I took "cognitively unable to understand language" to mean that they aren't smart enough to even speak or understand speech, like a really low functioning disabled person or a baby.
Shouldn't this start on the 1st and end on the actual anniversary? It justs seems weird to start it on the anniversary and isn't it going to overlap with Demo Day 7 this way?
>decide to pick up c++
>start relearning shit
>boringly skim through it because you already know how to do stuff in c# and all of this is very familiar
>decide to skip on relearning shit and just go straight to making stuff
>start trying to make a very simple console roguelike
>doing simple stuff in c++ is super complicated and I keep having to google shit
okay gimme a book or something that teaches c++ to the point for people already experienced in other languages and programming
I revisit Link's Awakening every so often too, it's my favorite Zelda game, just everything about it was just fucking quality. Some of the best items too, the boomerang is a goddamn beast.
Then it pisses me off when I recall that shitty indie game that pretty much copies the art style of Link's Awakening and turns the game into a shit roguelike with edgy elements, Lenna's Inception.
You need a radial gradient texture, something like pic related, but from white to fully transparent.
I don't know if Gamemaker supports drawing to textures, but you need a texture just for the light sources. This texture will be black and i'll call it "light texture". You render the gradient textures on top of this "light texture where the light sources are.
Imagine the scene has only one light source in the middle of the screen. The "light texture" will be fully black, but with a white gradient circle on the middle.
If you have two light sources, your "light texture" will be black but with two of these white gradient circles. If both of these lights overlap, the gradients overlap too.
You already have your base lighting texture, but you don't want the light to fade gradually. You want the light to fully stop, judging by the pic you posted.
For this, you define a treshold. 0.5 will do.
In this "light texture", white pixels have a value of 1.0 and black pixels have a value of 0.0. You compare the value of the pixel to the treshold you defined earlier. If it's greater (brigher) than the treshold, you render it fully white. If it's lesser (darker) than the treshold, you render it fully black. This will make your lights be either white or black, with no gradual fading.
If two gradients were partially overlapping before comparing to the treshold, the final result will be like your pic, where each circle streches to merge with the other.
You still want to apply this effect to the scene though, you don't want to have just a black and white screen.
You multiply this "light texture" with the common texture where you have drawn your scene normally. White pixels are 1.0 and black pixels are 0.0, so when multiplying anything by the black (dark) pixels, it will stay black, but multiplying with the white (light) pixels, it will show the scene.
This might be complicated, so if you need any help you can shoot me an email at [email protected]
I always go through Oracle of Seasons then Ages then onto Link's Awakening.
Then they have the gall to call the games Zelda-likes.
I just copied and pasted it from the previous jams.
>tfw got Java and C++ courses on Udemy for $10
That's a steal tbqh
They also have the unity course for $10
I've made it a bit less demanding and made it end on the 29th