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File: agdg4.png (443 KB, 662x818)
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just like make game edition

>Demo Days
Next: https://itch.io/jam/agdg-demo-day-70
Previous: https://itch.io/jam/agdg-demo-day-69

>AGDG Resources
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w

>Progress Posting Guide
https://pastebin.com/0xEt5atn

>Helpful Links
New Threads:
>>>/bant/agdg
>>>/vg/agdg

Archives:
https://archived.moe/bant/search/subject/agdg/
https://arch.b4k.dev/vg/search/subject/agdg/
/agdg/ Steam Games: https://made-by-agdg.vercel.app/

>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter
size limit too small? >>>/wsg/other+boards

>Previous Thread
https://archived.moe/bant/thread/24702790/
>>
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proggy anchor
>>
first for godot
>>
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Still work through game retention, almost setup correctly and the next steps are updating the inventory page to show more things like equipment item previews, updating the default icons, working through attaching the exp manager to the game fabric for completing quests
I also need to fix a bug that duplicates side quests to over write entries improperly. Either way making progress!
>>
How does copyright law work if I just want to say a few random quotes from movies/games in my own game? For example, if I wanted one character to randomly say, "It's dangerous to go alone! Take this!", would that be considered copyright infringement?
>>
>>24742595
It should be perfectly fine in the sense that technically any copyright holder can take action against any blatant referencing but they don't do it because it's usually a waste of time unless you are both very popular and extremely fucking abrasive
>>
wtf there's a guide to proggyposting

:: Your Game Name Here ::
dev:: your name
tools:: tools used
link:: link to more info about the game
repo:: code repository
progress:: progress text on multiple lines

Too bad I don't have a game name, or a dev name, or a link, or a repo.
>>
>>24742781
Does that format serve a purpose? Does a bot pick that up and add it somewhere or something? Otherwise I shall update as I please
>>
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>>24742433
>come up with an idea for a game that I like enough to actually start working towards it
>suddenly start getting dizzy spells, even getting lightheaded while sitting or lying down
>following doctor's advice helped at first
>working on artwork while learning how to code on the side
>made good progress, actually enjoying myself for once
>but now it's happening several times a day
Goddamnit, why did this have to happen after I finally found a reason to care about staying alive?
>>
>>24742441
what is this shit?
>>
>>24743031
Could be ear-related.
Just do the epley maneuver.
>>
>>24743055
Nah, it's iron related. I'm poor as shit, so I haven't been eating a steady diet lately, and the iron tablets that I bought were apparently insufficient for the treatment of iron deficiency symptoms.
After the dizziness started getting worse, I got my hands on some pills that are actually supposed to help, but it'll still take a while for it to work. I'm just worried that if it doesn't get better, I'll have to spend some time at the hospital hooked up to an IV.
>>
Hi! I'm Tommy! Here to help you make a video gayme.

https://voca.ro/1hez0q4CoQCS

Just let me know what you need assistance with.

Happy face emoji
Two blue people hugging emoji
Heart emoji
>>
>>24743092
dont know what your financial situation is but when I was having iron deficiencies the sausages from woolies are cheap enough and was good enough to set me back on track in a couple of weeks, it could be that you might need protein as well
>>
>>24742433
>mexico
stop splitting the general retard. i don't associate with your mexican thread
>>
>>24742544
Yay i fixed it. I feel silly. I call an event dispatcher at the end of loading the game, and the master npc binds this on begin play when the creatures are set so the timing always works and nothing works on delays.
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makin H game
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>>24742544
>>24743949
I also added a small fix that keeps the screen black for a little while longer and set a bind to remove the widget only after the animation is completes fading in. Now the game loads without the player seeing their character jump to the last saved spot. You can also see the lizard with his items thanks to the event dispatcher.
>>
>>24743822
there are like three aggy threads. go away gringo kike slave
>>
>>24733373
My supporters never quite voted in favor of Centaur enough for me to add my own unless I want to go off the wall and add it anyway

somehow the sphinx (also a taur) got in first.
>>
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We big now B)
DREAMS ON PC!
>>
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WE HUGE NOW!!!!!
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I have a Cappybara/Snail that when you shoot to half-health, retreats into it's shell. I'm quickly realising that all my "rules" I assumed would govern most enemies, such as dying when you run out of health, have to be thrown out by my SECOND ENEMY. My predicted generic classes are immediately needing Overrides because now I need an enemy that doesn't immediately die if you one-shot it; I need it to retreat. Secondly, I need to have it effectively buff it's own stats so you can't actually kill it while it is in the shell; which means a special kind of edge-case override based on a state unique to this enemy. No generic class plan survives contact with the enemy.
>>
>>24744625
My enemy behaviors are so wildly different they barely have anything in common with each other. Depending on gameplay design philosophy you might want to never assume anything to maintain maximum creativity.
>>
>>24744625
I really like the walk animation.
>>
>>24744678
Really?! Most people say it is a bit too poncy. It was made for the female character and I did plan to go replace with a manlier strut while this bloke at some point.
>>
>>24744625
I'm more artist than coder and I've mostly mingled with RPG Maker and Ikemen GO, so at best I have a rudimentary understanding of state machines at best, but:
Why not have something like "Deathless" be an invisible buff that only goes away when the enemy is in a specific state?
I assume you want status effects in the game to some degree, why not just have an invisible status effect increase stats after changing states?
>>
>>24744684
I mean it does have a uniqueness to it, coupled with the outfit it kind of matches. I also use some of the female animations for my guy, the bones blend better and it doesnt look too bad.
>>
>>24744625
I would recommend reading about component systems as an alternative way of defining what an entity can or cannot do. In my own projects, I've been experimenting with this more because I've found it to be much more flexible. I use Godot but I think this should carry over as long as you can write a lightweight class/struct to hold this stuff.
For instance, instead of defining a variable named "health" inside the base Enemy class, I attach a component to the Enemy called HealthComponent. The HealthComponent is a pretty rudimentary container that keeps track of the current value, the max and minimum values, and emits signals whenever the current value changes or reaches one of its extremes (e.g. when the health runs out). The HealthComponent also provides functions to increase or decrease its current value while keeping it clamped between the minimum and maximum. I know this might start to sound like bloat for something as simple as health points, but bear with me.

In my base Enemy class, instead of taking the health value, directly modifying it, and then checking the result (and making sure the value doesn't go negative or way over the maximum), I only call the decrease() function. In Godot, because signals are quite flexible, I can connect a function (e.g. "on_health_emptied") to the HealthComponent signal that handles the default behavior for all enemies, like playing a simple death animation. For the Trappybara class, it would simply disconnect the default function to disable the default behavior. Now you can define whatever behavior with one extra function in the Trappybara class. When its health would reach zero, you could instead reset the value to exactly 1, disable its hitbox, and play the retreat animation.
(1/2 because I ramble too much)
>>
>>24744842
rambling continued

As an added bonus, any kind of attack that should damage an Enemy no longer needs to concern itself with whether or not it hit an Enemy. When an attack hitbox collides with anything (anything at all!) the attack can be responsible for asking "Do you have a HealthComponent?" and if that thing does, it can tell it to decrease its value by whatever damage the attack has.

In my own projects, I actually implement the HealthComponent as a specific type of "ReserveComponent" which can be used for a lot of different things, like stamina, magic power, or physical integrity. I want to be able to have effects from stuff like spells, potions, buffs, debuffs, that affect different reserves without knowing anything about who or what actually owns those reserves. For example, a poison arrow should only inflict poison on an entity that has a HealthComponent, which would include a goblin but not a stone golem (who has "integrity" rather than health)

Anyways, I rambled too long. If you want more, there's this article which applies the ideas using some examples in C++
https://gameprogrammingpatterns.com/component.html
and there's this long-ass talk from Casey Muratori, the first 10 minutes are the most relevant though. He gives a brief overview of how Thief: The Dark Project used an entity component system for all of their NPCs
https://www.youtube.com/watch?v=wo84LFzx5nI
>>
>>24744697
Yeah, that's a clever option. It's not too hard or anything, it's more the endless pursuit for an uber-class of code that handles everything and always thinking of edge cases. As the other anon put it, accepting that every enemy may as well be written from scratch is a decent approach.

As it is, my basic AI has a priority-ordered list of custom steps like "EntranceAnimation", "WalkTowardTarget" , "PerformAttack" and it goes through the list actioning the highest priority, eligible action. Ideally, for my subsequent enemies I can reuse most of that, removing steps that don't make sense. But then I realised basically everything about my snail works different to the sloth, including a totally unique state system of being in the shell vs outside, so I decided to say "fuck it" and make an inherited subclass that has snail specific versions of everything and probably a few new Actions to add to that big enum list of possible things.

For avoiding death, I think I can either make a special "placeholder" method whenever anyone takes damage to "gate" damage to thresholds, and then have custom snail-code be called from there, or I just make a snail-version of the entire OnHitEntity class I'm running with everything being converted to Virtual methods with a few Snail Overrides. Sleeping on it.
>>
>>24744844
Ah yeah, no worries I have something similar. I only just saw your post after replying with my own.

One of the thing I'm most proud of is my TimeManager class that governs all timing on an object. Things never ask the global Time value, they ask their nearest TimeManager object who can reply that time is actually moving slower or faster than reality.

It allows status effects, as well as very quick animation stutters for hit-stop. I wrote the code years ago and I feel like it's carried so many clutch wins for me with its versatility.

If anyone loves playing with physics heavy games, making "What direction is gravity" and offloaded component per object enables crazy shenanigans. You can make Super Mario Galaxy / Gravity Rush style platforming fairly quickly.
>>
>>24743965
Just posted about this >>>24742264 in the last thread, if you're planning to go the pixel route good luck it's agonizing.
I can see why these games always deliver the coom in the form of still CG images with minor variations, making content is a nightmare.
>>
>>24742433
Is this the thread for actual devs?
>>
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>>24745477
I'd say so. There's a good amount of effort put into posts for these threads. Most shitposts are short-lived while dev discussion continues
>>
>>24742433
>>24742441
You don't even make games yourself, you lazy Mexican
>>
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I should have picked better colors
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>>24742441
>El Progress.
>>
>>24742441
This thing took me 2 hours. Not looking forward to making the rest of the control panel.



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