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Armchair Game Developer General

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Thread replies: 31
Thread images: 6

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>New /agdg/ Website
http://tools.aggydaggy.com/#

>Game Dev Articles
boreal.aggydaggy.com

New Threads: >>>/vg/agdg
Helpful Links: http://alloyed.github.io/agdg-links/
Archive: https://boards.fireden.net/vg/search/subject/agdg/

> Next DEMO DAY (Nine) #9
https://itch.io/jam/agdg-demo-day-9

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity2d.com/
Source: https://developer.valvesoftware.com/w/index.php

> Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
Is 30 FPS acceptable for a QTE game?
>>
>>143902773
Totalbiscuit might ride your ass a bit
>>
>Take out WJ
>add source back in

Can you stop?
>>
>>143902773
Locking your framerate to anything below 300 is unacceptable
>>
>>143902536
Hey friend thanks for deleting things from the OP, here's the things that are missing.

> Current Jam, one day remaining.
https://itch.io/jam/wj2016

> Previous Demo Days
http://pastebin.com/Qi63yBxd

> Previous Jams
http://pastebin.com/QwcSPdnx

> Engines
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
>>
>>143902773
120 fps min
>>
>>143902773
>locked FPS
>QTE
Wow, you should just stop right now
>>
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>>143902536
>Its a feature
>>
actual new
>>143903226
>>143903226
>>143903226
>>
oh holy fuck this thread is triggering me
>>
>>143903251
thanks for the proper OP
>>
Use the other thread. >>143903226

At least OP is not a faggot for not leaving out the waifu jam because he don't like it.
>>
WHY DO YOU KEEP FUCKING UP THE OP
>>
>>143903243
Spooky
>>
>source in OP
shitfam please stop
>>
>>143902773
if re4 can get away with it, then so can so can you
>>
>>143903809
Stop talking to yourself.
>>
>thread with decent op image vs thread with decent op text
Shit.
>>
>>143903832
It's a bit different on consoles.

RE4 on PC isn't locked as far as I know
>>
>>143904262
IIRC it caps at 60, but it makes some QTEs more difficult than they would be at 30.
>>
>>143904485
What's wrong with Japanese developers, seriously
>>
>>143903809
you're done danny, tick tock, tick tock

better get life insurance before source 2 comes out and you can't stop the source train
>>
>>143904563
Autism. They're great programmers IF you give them precise conditions and requirements.
>>
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>>143904758
>>
hmm, which thread do I chose?
>>
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I hope this thread gets erased cuz i made a lewd pose for my character
>>
>>143904563
It's not an intentional difficulty spike; it was originally a 30-ish fps variable framerate game. It was never meant to run at 60. The PC ports were done by american studios, iirc.

My best guess is that mashing depends on how many frames transpire between each press, so running at 60fps will allow more system time to pass compared to at 30fps, even though you're still mashing at the same real time rate.
>>
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Reminder: practice.
>>
>>143905634
Saved.
>>
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I'm at a bit of a crossroads and could use some input from any ideaguys

For anyone who hasnt played my dd8 build I'm making a mini space sim with what will hopefully have fun arcadey combat

Now my problem is I'm having trouble figuring out how enemies should work. When you enter a planets orbit you enter a zone with stuff like friendly ships, outposts, and mine-able Asteroids. Enemies spawn from enemy stations but it's kind of boring atm because they just keep spawning no matter what.

Would you guys find it interesting if there was a way to eventually clear all planets of the enemy presence or would you rather have specific planet areas be a grindfest? Or should there be a continuous power struggle over planet control??
Thread posts: 31
Thread images: 6


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