The World Design of Castlevania: Symphony of the Night | Boss Keys |
- The World Design of Castlevania: Symphony of the Night | Boss Keys
- Infinite procedurally-generated city with the Wave Function Collapse algorithm
- Humble RPG Game Dev Bundle
- We are giving all our audio work on an unfinished project for free
- Demonstration of a longstanding Sprite-jitter bug, post and pre-fix in our game.
- Crypto Monetization?
- How much do devs have to pay for servers.
- First sprites I've created.. (High school Student)
- Where do I begin for Game Design?
- Hello everyone, is there any tutorials to improve my unity skills to higher levels?
- Free Original Music for Your Game
- Need Help With an Informational Interview
- What exactly are Devs doing in triple AAA games with such low content output? (not trying to be inflammatory)
- Can anybody share some pre-made LUAs for Solarus with me?
- Learning Game Programming Resources?
- To the developers that actually sell their games, do you prefer people buying your stuff from Steam or the Humble Store?
- Can someone explain royalty free to me
- Intermediate Controller E02 | Unity C# 2018
- I fixed my own glitch, it was better than anything else I did today...
- How did you learn to develop games?
- Are there any VR Publishers?
- How are large areas of water (sea towards horizon) usually made in games?
- The Risks of Making Safe Games
The World Design of Castlevania: Symphony of the Night | Boss Keys Posted: 15 Nov 2018 08:30 AM PST |
Infinite procedurally-generated city with the Wave Function Collapse algorithm Posted: 14 Nov 2018 07:06 PM PST |
Posted: 14 Nov 2018 12:33 PM PST |
We are giving all our audio work on an unfinished project for free Posted: 14 Nov 2018 12:00 PM PST In 2014 / 2015, we worked on a game that never came out. It was a very diverse project, and we composed music for many situations in many styles, including ambient music. In addition, we wanted to release a nice OST (Original Sound Track), which obviously never came out. As the game will never be released, we decided to provide you with all the material we produced, so you can use it in your own projects. All we ask is to credit us and our website if you use something. Check the preview and download here: http://www.cafofomusic.com/freebie
Edit: Wow!! I did not expect all these comments! I checked the license type and I can assure you it is not a trap and that suing you was not my initial intention here hehe. I changed the license to something that would make this usable. [link] [comments] |
Demonstration of a longstanding Sprite-jitter bug, post and pre-fix in our game. Posted: 15 Nov 2018 07:51 AM PST |
Posted: 15 Nov 2018 11:34 AM PST During the technically difficult release of World War III some believed the game client to be mining bitcoin, and that the game was a scam. It was not, and the technical issues were solved a day or so after launch but that got me thinking. Would a game where the revenue comes from mining ever be profitable? What I mean by this is that with full transparency the game would release so that when it was run it would mine BTC or ETH for the publisher. This might even allow it to be distributed for cheap or even free. I understand that the technical limitations of some PCs would make the mining inefficient on those machines but then again, I don't know what share of the PC market they make up. Has this ever been tried? Would it even be possible? [link] [comments] |
How much do devs have to pay for servers. Posted: 15 Nov 2018 11:02 AM PST I am not a dev at all but I am very curious about it but I didnt manage to find any information online. [link] [comments] |
First sprites I've created.. (High school Student) Posted: 15 Nov 2018 12:56 PM PST |
Where do I begin for Game Design? Posted: 15 Nov 2018 05:05 AM PST Hello! I'm a Junior in college currently studying general computer science while also going out for my minor in game design. My goal before I started college was go get my CS Degree and also a Game Dev minor because I wanted to strive to be a game developer once I graduate. My parents tell me it's a fruitless choice and that I should just go into cybersecurity but it's my choice so I'm sticking to my guns. I want to know where can I begin for game development? I have experience with Java but not much artistic experience. I have Unity installed on my PC and (after the comments of several peers for Unreal over Unity), also have Unreal. For art, I installed Blender so that if I need to, I can practice to make my own art. Any recommendations or tips you can provide a beginner? Thank you! EDIT: I'm sorry guys for posting this in the wrong subreddit. The feedback provided so far is very informative, I got a lot to look over now. [link] [comments] |
Hello everyone, is there any tutorials to improve my unity skills to higher levels? Posted: 15 Nov 2018 12:56 PM PST Unity tutorial (almost FREE) [link] [comments] |
Free Original Music for Your Game Posted: 15 Nov 2018 12:52 PM PST Hey all, According to the rules this is explicity allowed as its free content but this may be a different case because its content that has yet to be created. I am a musician and producer, and also run an indie record label, that has hit a bit of a creative rut lately when trying to work on my own (EDM) music. I recently did an original score for a short film and had a lot of fun with that and I thought that working on some music for games would also be fun. I'm offering to do some free original music for your games as a creative exercise. I'll pick 2-3 people to work with and I'd like to work with people that are doing something unique and interesting and also games that are nearing release. If this is for any reason against the rules I apologize and please delete the post! [link] [comments] |
Need Help With an Informational Interview Posted: 15 Nov 2018 12:51 PM PST I hope I am not breaking any rules by posting this here. I am a college student and am currently looking for someone to interview that is in a career related to a career field that I am considering, Game Development, for an assignment. More specifically, the programming aspect of Game Development. I was wondering if anyone could help me out with this interview. Listed below are some of the questions that I would like to ask:
If anyone is comfortable with answering these questions, then please pm me with your responses to them. You do not need to answer all of the questions, but I would like a response to at least 5 of them including the first one. Thank you for your time. [link] [comments] |
Posted: 15 Nov 2018 12:50 PM PST I don't code, game dev or even work a full-time job(CC Student). So this is all gonna be from the perspective of an Arm Chair Game Dev. Ill use r6 as a specific example here. They have from what I could find a team 150 people. From what I've heard triple-A devs work a minimum of 40 hours a week many times a lot more. But to me, the amount of content released seems really low. In 2018 we've received: 8 operators 2 new maps 1 reworked map 2 map buffs 1 4 week event this seems incredibly low for such a huge game with what seems like a massive team most of the time working full time. Now I know what not everyone is working on everything. There's specialization and what not. But I'm looking at games like Path Of Exile which has a 120 person team absolutely cranks out content. Every update is massive, changes so many things and really refreshes the game. The art department is defo doing tons of work because were getting lots of cool skins and what not but it seems like actual game content is lacking. Can I get some insight into this? I love both games. I'm playing way more rainbow now than I do POE. So I don't hate r6 but it always just kinda seemed weird that they put out so little content. 1 Number of devs is under design [link] [comments] |
Can anybody share some pre-made LUAs for Solarus with me? Posted: 15 Nov 2018 12:32 PM PST We're trying to make our own game with Zelda assets in Solarus and nobody knows LUA and the deadline is a bit rough so we appreciate all the help we can get. Thanks in advance. [link] [comments] |
Learning Game Programming Resources? Posted: 15 Nov 2018 12:28 PM PST Hey guys, I've been programming now for a whole 2 months in Java exclusively. I found a game programming tutorial a while back and have since fallen in love with building games. I was wondering if any of you would have any resources to share on learning game design/programming. Things such as instructive videos, books, courses... Thank you in advance! [link] [comments] |
Posted: 14 Nov 2018 08:39 PM PST not talking about Bundles, I mean the Humble Store itself. From the looks of it, Steam's cut and Humble's cut is the same(30%), unless Humble's cut is added onto Steam's cut, or there's an extra cut somewhere when someone purchases your game from the Humble Store. This is of course to developers that sell their stuff on both platforms. Which is more profitable per purchase, or are they basically the same? Any special tax deductions with the Humble Store? [link] [comments] |
Can someone explain royalty free to me Posted: 15 Nov 2018 12:18 PM PST This probably asked before. Currently Im working on a fps-horror game, since im one person and cant model everything on my own, im using websites like turbosquid and free3d for in game models/assets. Such as flashlight, guns etc Am I allowed to sell the game im making if it contains royalty free content? If yes, do I have to give them credit? There is also copyright issue, lets say i make glock17 handgun with blender and use textures in google. Can I still get into trouble? [link] [comments] |
Intermediate Controller E02 | Unity C# 2018 Posted: 15 Nov 2018 10:50 AM PST |
I fixed my own glitch, it was better than anything else I did today... Posted: 14 Nov 2018 06:50 PM PST So the heading of this lil post is pretty crappy because I didn't know how to best describe it to pull you guys in. I built myself a waterfall in my current game project and my character was hitting a huge collision wall way of from where the asset was. I had never used an asset like this up close and since this was my first time using someone else's asset the collision box wasn't pre-defined before importing. All it took was to go into the edit assets screen and change the collision to "Complex" and it fixed the issue. But doing that on my own made me so happy in such a stupid way hah I don't know how best to describe it. Maybe it's because I've been awake for 26 hours but I wanna hear some stories of small achievements in your developments that made your day :) [link] [comments] |
How did you learn to develop games? Posted: 15 Nov 2018 10:40 AM PST Did someone teach you? Watch a bunch of tutorials? Maybe you just messed around until you learned it? How did you learn to develop games? [link] [comments] |
Posted: 15 Nov 2018 06:33 AM PST Ive checked out dozens of lists and explored dozens of publishers for games, pc to mobile, but I've had no luck finding one that specifically looks at VR Games/Experiences. Any tips? Thanks! [link] [comments] |
How are large areas of water (sea towards horizon) usually made in games? Posted: 15 Nov 2018 06:08 AM PST I have been pondering the issue about how to make that huge area of water you can see in many games which is great to limit the game level/world area. But how do they technically do it? How do they put so large mesh so that it goes beyond the horizon. The only method I have come up is the following, this is just based on my thinking. Might not be a good idea:
One huge limitation is that this would only work for one huge ocean water, you would have to create river waters with different kind of logic. But does this make any sense for large ocean water that would allow player to see towards the horizon? Outside level/world areas? [link] [comments] |
The Risks of Making Safe Games Posted: 15 Nov 2018 09:51 AM PST |
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