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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 6c29250141760ca⋯.png (12.33 KB, 400x400, 1:1, AGDG.png)

789be3  No.29080[View All]

Interested of getting into game dev?

Got a small question not worth it's own thread?

Wondering how to move forward?

This thread is for you!

Dev resources

Tutorials/guides

Engines:

- Gamemaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html

- Unity: http://unity3d.com/learn

- UE4 tutorials and resources: https://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4

- Godot: https://github.com/okamstudio/godot/wiki

- Sly: https://github.com/guildhall/guile-sly (2D)

- Xenko: https://xenko.com/ (2D/3D)

- Construct 2: https://www.scirra.com/ (2D)

- Urho3D: https://urho3d.github.io/

Languages:

- Python: http://www.codecademy.com/en/tracks/python

- Javascript: http://www.codecademy.com/en/tracks/javascript

Other:

- WebGL fundamentals: http://webglfundamentals.org/

- OpenGL in-depth: http://wayback.archive.org/web/20140326132506/http://arcsynthesis.org/gltut/

Models/art/textures/sprites

- http://opengameart.org/

- http://www.blender-models.com/

Free audio

- https://machinimasound.com/legacy-tracks/

- http://freesound.org/browse/

- http://incompetech.com/music/

- http://www.mattmcfarland.com/

- https://www.fantasymusica.org/

Other stuff

- An in-depth walkthrough of making a full game from nothing (very, very long series): https://handmadehero.org/ (episode guide: https://forums.handmadehero.org/jace/guide/)

- Video series on game design: https://www.youtube.com/user/McBacon1337/videos

- About "juice" AKA game feel: https://www.youtube.com/watch?v=Fy0aCDmgnxg

- Sound effect creator: http://www.bfxr.net/

- Source code for classic id Software games: https://github.com/id-Software

If you know any more resources/tutorials, let me know.

199 posts and 52 image replies omitted. Click reply to view. ____________________________
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Post last edited at

ec1b7b  No.33259

>>33250

Watch the first couple episodes of handmade hero, and "intro to C" from the same series.

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8dfef3  No.33265

There were ~8000 game releases on steam in 2018. That's almost 22 games per day. Is there even a point in game development anymore? How come the market hasn't collapsed onto itself yet, with everyone going broke?

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55237f  No.33266

>>33265

because steam isn't the only platform and no one buys garbage games so who even cares

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f07cf2  No.33268

Can someone link me a pipeline showing how people make varying policount models for the same 3D asset w/o redoing rigging and animation? You know, like when a game has different graphics settings and you can switch to lower poli.

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68e286  No.33292

Just chiming in that fossil is pretty comfy for version control as a solo dev. It just works.

https://www.fossil-scm.org/index.html/doc/trunk/www/index.wiki

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69327e  No.33294

So, in my game I have a bunch of items which inherit from monobehaviour, which other things inherit from, like Melee weapon, Ranged Weapon, Tool, Head piece, food. These then use interfaces to get called at runtime. And this works, so I should be good... but... crafting gets messy. For instance basically all different types of melee weapons are prefabs in the inspector. This is great for quickly generating a bunch of items... but it also means they don't have distinct types. Unity just sees them as Melee Weapon instances. I want to implement inventory stacks for crafting where things from the same prefab will stack. Unfortunately there is no way to determine the prefab that a game object was instantiated from at runtime, and my searching has only found the prefabUtility.getprefabtype which only works as an editor script, not after the game is built. Apparently, this doesn't exist in unity normally, see https://answers.unity.com/questions/264328/determine-if-game-object-is-tyoepf-one-prefab.html Now, I was wondering, does anyone know if you can create a GUID when an item gets prefabbed, which can then be used like a tag so all instances can be mapped back to their prefab? Reset() isn't a good place to do this, because then resetting the component on an instance in the scene willbreak the link by creating a guid that doesn't map to a prefab. OnValidate() is even worse. Does anyone have any ideas as to how I can create this guid to associate instances to their prefabs?

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e8ae75  No.33298

>>33265

Yeah it's insane these days. Making a successful game is like becoming a successful actor. Tons of people trying, only a handful make it, the rest have to work second jobs. Welcome to the modern world. But the thing is that while more games are being made, there are also more gamers these days, so the market is expanding as a whole.

The market might be completely flooded with games. But it isn't flooded with good games. I'd bet the majority of those 6,000 games are either VNs or some dude uploading his Game Maker game onto Steam just to see if anyone will buy it. If you make a good game, people are going to want to play it.

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7aa6c0  No.33299

File: 3d4df43cc525a53⋯.png (190.75 KB, 470x600, 47:60, 1539000696704.png)

>>29080

>Got a small question not worth it's own thread?

Hey guys, I would like to learn how video games are made.

Don't get me wrong, I don't plan on making a game immediately so I don't want to use unity or game maker or stuff like that.

I want to learn the mechanics behind the engine that creates a video game.

Could you redirect me to the resources or thread that is suited for that stuff please?

Will probably try the video on the OP in the meantime.

Thank you in advance.

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ec1b7b  No.33300

>>33299

>Will probably try the video on the OP

If you're talking about Handmade Hero then that's the deepest you can go while still reasonably making a game with it, I wouldn't recommend it to anyone except people who really like programming.

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7aa6c0  No.33301

>>33300

I don't know man, I just want to know how the stuff works instead of just download this and that and do the point and click game.

Not sure if that video helps to understand that.

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bfecc5  No.33302

>>33299

There's resources on the wiki. You'd have to give us more detail about what kind of game you'd like to make if you want deeper info.

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ec1b7b  No.33306

>>33301

I mean, you'll be watching hours and hours of footage before you get to the point where he can draw 2D images onto the screen, and that's without hardware acceleration. Even the language he uses is quite meticulous and "inconvenient" in some ways, it has a lot more educational value in terms of programming than game dev I think.

Like the /agdg/ wiki suggests, there's many layers to dev and you eventually get to the point where it starts to become less relevant to gamedev. It's not very useful to know how to tell Windows to open a window and read mouse input and shit when you could just use some kind of a framework like SFML to handle it for you. You're never going to change that functionality no matter what kind of game or engine you make, except maybe if you do some esoteric program that uses the window or operating system in a unique way.

I'm not telling you not to watch it, but just be aware that it shows you EVERYTHING done from scratch, it's easy to get overwhelmed and think gamedev is too much work or too complicated.

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d8f2a5  No.33308

Anyone know much about handling dynamic stuff in pathfinding? Not many of the tutorials I'm able to find cover collisions well, just some general pointers. Right now I've got a vector field working, my NPCs just follow it to their goals (each goal is a different field). However, there's some narrow corridors, if I put a guy there, everyone just piles up waiting for him to move.

Calculating the field seems too expensive every time someone gets in the way. And in the case where there's a pile-up, I think some NPCs would get stuck.

If two guys are going in opposite directions, they will both refuse to get out of the way.

What do?

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bfecc5  No.33312

File: 732cf2f12be3963⋯.jpg (34.78 KB, 300x315, 20:21, zax.jpg)

>>33308

Some games resolve the pileup problem by having units "ask" each other to move out of the way. It's common in RTS.

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24009d  No.33315

Any good suggestions for learning blender? I've tried a couple tutorials but not really grasping it.

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c3dff7  No.33361

File: 1adb197ce06d653⋯.png (219.96 KB, 479x558, 479:558, sad2.png)

dont know if this is the right thread but how the fuck do you keep motivated? Why is writing so much harder than actualy making a game?

I was making a game, small game, i had about 80% of it done and everything was working fine.then i decided to make story mode. it would be like a parody of visual novels with a fun small story. Nothing realy big. just a explanation for why shit was happening the way it was. I started and even finished a chapter it was going great.

to cut a small story short i got little sick and "almost died", that was 5 months ago, i got better 2 months ago but i simply cannot work on my shitty game again.

i was so close.

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2de5cc  No.33368

>>33361

tell me if you find out. I never get past art. Currently making >>32310 but got stuck on art. Recently quit the project, but came back to it after just making my own shit-tier assets as placeholders.

The only reason I made progress was because I decided to relax and stop trying to make my vision. I now consider it a shitty prototype to test what does and doesn't work. Once I've a finishedpile of shit prototype with no major bugs, I'll remake the game and pay someone to do the art for me. Maybe you could do the same or find someone decent who wants to write to help you out?

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d45295  No.33372

File: d54696b2ec8dcf5⋯.gif (148.03 KB, 311x360, 311:360, 1347813094355.gif)

>>33361

Idk, I've been trying to find motivation for the past 10 years. I think it's never going to happen. However over time I get better and my games are getting to the point where I might actually release something. Even if you fail 100 times, you have no excuse not to pick yourself up and keep going, and you get a little better each time. It only takes maybe 6 months to release a good game... But nobody tells you about the years of learning that led up to it. Don't let it get you down. Becoming the master of any craft is a lifelong pursuit.

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ec1b7b  No.33409

File: 15cc73d562815b8⋯.png (1.16 MB, 2532x2000, 633:500, rpg_classes.png)

Where can I find some kind of an autistic chart like pic related, except for elements/themes? Water, fire, earth, wind, electric, ice, light, shadow, etc etc. Doesn't even need to be organized, I just want a list of everything imaginable.

I've needed to come up with elements and stuff many times but it's always a pain trying to rack my brain for ideas.

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ec1b7b  No.33410

>>33409

So far I've managed to put together these:

water, fire, earth/ground/stone, air/wind
electric, ice, metal, crystal
light, dark/shadow, life, death, order, chaos, corruption
time, space, void, energy, magic, sense(sensor)
poison, nature/grass/wood/plant, spirit/ghost, soul, psychic
bug, machine, undead/zombie, vampiric
mind, flesh, knowledge, tool, human, travel, motion, exchange, change, healing, flight, damage
repair/build, greed, wealth, defense/protect/armor, damage/attack, damaged/broken, trap

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5f9b9b  No.33426

File: a24cb428f10b281⋯.png (671.1 KB, 896x1023, 896:1023, ts-power.png)

>>33410

Trap as in something you fall for, or trap as in something you fall into?

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903542  No.33430

>>33361

For me, it's the other way around.

Also, how did you "almost die"?

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9973a2  No.33452

>>33409

>>33410

Air, Water = Mist
Air, Earth = Dust
Air, Fire = Smoke
Water, Earth = Mud
Water, Fire = Steam
Earth, Fire = Ash/Lava/Magma

There was one text based MMO that had a lot of elements but I don't remember the name of it now. It had a wiki. Might be worth searching for. It had things like poison, plasma, light, and darkness.

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c5ccc4  No.33453

>>33430

I got a realy fucked intestinal infection that lasted for 6 months. lost 10kg and was shiting blood for some time.

When i got to the medical they said my asshole looked like i was raped by the insides out.

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b7a647  No.33461

I've been working on a Ren'py game (I know, kiddie-tier but shut up, it works for what I need and is free) for the last couple weeks but it's been ages since I coded anything and I haven't used Python before ever.

How the fuck do I make a variable that is itself variable?

Like if I wanted to call the [Character]Status variable for a collect-a-monster game, or I want to call [Species]AttackStat to modify the monsters final Attack stat. I don't want to do a thousand line If statement for every single species every single time it gets called.

I just want to be able to dynamically create, call and edit variable names.

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091474  No.33478

>>33461

It's hard to tell what you're trying to do. Can you post some code?

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68e286  No.33482

>>33461

Use dictionaries?

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9d027f  No.33493

>>33461

>[Character]Status

Yeah it sounds like you're describing a dictionary I think.

>[Species]AttackStat

I forgot what this exact pattern was called, it might be the prototypal pattern? Basically there is one object that holds the data for all things of thqr type which can also be overridden.

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ec1b7b  No.33495

>>33452

Thanks, didn't think of those for some reason even though they're pretty basic compound elements. Here's the current list, still badly organized though:

water  air/wind  fire  earth/ground/rock/stone
ice electric/lightning metal crystal bone poison nature/grass/leaf/tree/wood/plant steam/mist smoke dust gas mud lava/magma ash
light dark/shadow life death order chaos corruption
time space void energy magic sense(sensor) heat cold
spirit/ghost soul psychic/psi chemical/science oil corrosion destruction
bug machine/clockwork electronic laser undead/zombie vampiric disease/plague angel/heaven demon/hell
mind flesh knowledge tool human travel motion trade/swap/exchange change healing flight beauty
repair/build greed wealth love/lust dream/sleep/sloth wrath defense/protect/armor damage/attack damage(d)/broken trap

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167f58  No.33496

>>33478

Super quick shit:

label start:

PikachuAttack = 4

CharizardAttack = 7

Species = "Pikachu"

if [Species]Attack = 4:

"This code works somehow"

else:

"Haha fuck you"

Species = "Charizard"

if [Species]Attack = 7:

"This code works somehow"

else:

"Haha fuck you"

return

What do I need to put, so that the [Species]Attack variable is read as PikachuAttack and then CharizardAttack

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f8ee8e  No.33498

>>33496

You use a data structure that stores the parameters for each species.

Like

species = ['pikachu' = ['attack' = 4, 'defense' = 4],
'charizard' = ['attack' = 7, 'defense' = 7]];

To access it, you do

species['pikachu'].
Like the previous anons said, use a dictionary.

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c85107  No.33502

>>33498

Thank you

>>33493

And thank you

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68e286  No.33592

Would there be any noticeable difference in performance between the built in PNG alpha or replacing the alpha of a specific color (i.e RGB 0 255 0) via a shader?

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244a5c  No.33600

>>29943

Yes you can use GameMaker.

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4e57e5  No.33842

I'm trying to make an JRPG with multiple classes in GameMaker (with more classes than character slots), but I got stuck thinking how to implement the different class skills (one active for each class to start out) and then how to load a class/character into a fight depending on which characters are in the party.

Is it viable to create 4 character dummies and "load" a class into them when battle starts?

Is there a way to receive a "Class" parameter for a create event?

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d427fb  No.33845

I used to code in c/c++ back in the day, including a few uni courses. Years later I want to make a game. Searching for information on what language to use I ended looking at java, but dropped it after a few days and went to Python with pygame. I found what I wanted here for my 2d platform game with plenty of examples... except the total fucking late of depth that I really want to create with rpg-classes/races/skills.. I can't even see anything in py- that goes very deep. Is it a waste of time to try to code a game with depth, like complicated inventory systems in pygame, should I just go back to where I started all those years ago with c++?

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496ff6  No.33939

How do you guys deal with stress and burning out?

I've been working in a game for a week already and had to redo some assets, and for fuck's sake I didn't even finish the sprites of the main character.

I'm planning to draw up every character and monster and I've been thinking about doing some Parallax work, but for fuck's sake I'm stressed as hell.

It doesn't help I've been looking at my assets and feel like it is poorly done and I might have to restart some full 2 days work. It's my first full game and I should just do it to experiment, but I would like to do it more or less professionally.

Any advice to prevent being burned out?

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75c9fd  No.33964

>>33939

Just make small parts of what you want to do and then add them to the overall thing.

Make different combat or dialogue options and figure out which you feel works better.

Try different animations for the sprites. Do everything as though it was for the final thing but don't treat it as such till your ready to. Just have fun with it.

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5d303a  No.33974

Completlely new to the board so I'll just jump in.

So I'd like to develop a game similar in style to king of dragon pass. Story wise it's about you and the 8 other surviving colonist trying to get this new planet ready for the next colony ship thats coming some years down the road. Unlike KoDP there are no other people just you and your "advisors", yes they are all waifubait.

I have an economics back ground so I decided to use python but other than doing udemy boot camp where should I begin? Do I even need to use something like unity?

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b8e45e  No.34005

>Decide to finally try to make a complete game instead of dicking around

>GM sounds easy enough and has ton of tutorials and support from the community

>GM2 requires online connection

>Alright, let's fall back to godot

>barely any tutorial, the community page won't even load on their site

Why

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21b7ea  No.34006

>>34005

This is why you either give up and use Unity, or make your own engine.

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b8e45e  No.34007

>>34006

isn't unity ,ore complicated if i just want to make a simple platformer, or zelda clone?

Also, don't they get a cut of your earnings when you sell your game?

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08e6d2  No.34009

>>34007

>isn't unity ,ore complicated if i just want to make a simple platformer, or zelda clone?

not really, back then 2d stuff was kinda shit and more of a "3d hack", plenty of features now.

also a lot of learning stuff, especially platformers etc. there's even a learning project which lets you do shit without any code at all (although due to the way it's deployed bit of a bitch to get running in current versions, got to update packages yourself and alter the code, which kinda defeats the purpose).

>on't they get a cut of your earnings when you sell your game?

not royalties at all, after 100k you gotta pay, more after 200k but no more limits (epic takes a 5% cut for unreal engine, unless you publish via epic store). so unless you manage to create an indie hit or make it big on kickstarter nothing to worry about.

>>33974

>I have an economics back ground so I decided to use python but other than doing udemy boot camp where should I begin? Do I even need to use something like unity?

there pygame, but never used it myself. unity/godot should be more than enough for a kodp clone, you only really need unreal if you want to go heavy 3d. if you need learning material probably unity.

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496ff6  No.34082

I want to make an RPG Maker game but I don't know where to focus at first.

I have the idea, I have the plugins I need and I have more or less knowledge how to use them, but I don't know where to start.

I'm stuck right now trying to design a somewhat vertical map like a beat'em up instead of the usual isometrical view.

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c5be73  No.34174

File: 02af2e56fa44efa⋯.jpg (116.58 KB, 960x720, 4:3, RAKION CELL.jpg)

How much does it costs to make a game? I'm not really into the game developing scene as I'm a lawyer but I always thought that Rakion had so much potential, along GunBound.

I have around $25k, certainly not enough to make a decent game but come on give me some hope, it's a 2005 game lol

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504a1a  No.34181

>>34174

pay me and I'll make your game

On a more serious note, though: if you want to make a game as a one-man-army, you just gotta calculate how long you can last off your savings and design a game that you can realistically create in that timeframe. As with any business, there's no guarantee you're going to make your investment back.

If you aren't at least somewhat competent at art, programming, sound design, writing and all the other elements required for gamedev, you can still do the proper agdg route of keeping it your hobby, creating smaller projects to git gud, keep making savings and making a proper game when you're confident of your skills.

You can try asking this over at

>>>/v/16766001

as well

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d5a8f2  No.34182

>>34181

>If you aren't at least somewhat competent at art, programming, sound design, writing and all the other elements required for gamedev,

You only need to be competent in a few of those to make a sellable game. Most gamedevs suck at absolutely all of it though which is part of why they cry about things like the indiepocalypse or whatever, because their games suck from every angle.

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45b2ee  No.34192

Are there any decent free engines out there that have implemented "smoothed voxel" terrain (like marching cubes), or am I better off just coding it myself into a free engine that does everything else I need?

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1c6278  No.34196

>>34192

Apparently Unity supports voxels.

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45b2ee  No.34197

>>34196

Sorry, I should have been more specific. By "free" I meant that the code is open source and the license is something like MIT or BSD. Unity's nice but it doesn't meet those criteria.

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