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    Saturday, October 24, 2020

    Screenshot Saturday #508 - Photo Op

    Screenshot Saturday #508 - Photo Op


    Screenshot Saturday #508 - Photo Op

    Posted: 23 Oct 2020 10:07 PM PDT

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    Previous Screenshot Saturdays


    Bonus question: What is the next game you plan on playing?

    submitted by /u/Sexual_Lettuce
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    Hey guys !, I would like to invite you to my channel where I share Unity VFXs to give support to the community. It's 100% free for use, so you can use it in your games/projects. I leave the link in the comments. Regards! :) (ES-EN)

    Posted: 23 Oct 2020 08:06 PM PDT

    Japanese Hikikomori Game Developer

    Posted: 24 Oct 2020 04:40 AM PDT

    We are giving RPG & Dungeon Sound Effects for free!

    Posted: 23 Oct 2020 02:38 PM PDT

    A low overhead HTML-based logging tool for Unity.

    Posted: 24 Oct 2020 09:02 AM PDT

    Creation process for a character in Project Clockwork

    Posted: 23 Oct 2020 05:26 PM PDT

    Made a free fur add-on for Godot over the last three weeks - available on GitHub with demo project

    Posted: 24 Oct 2020 04:21 AM PDT

    Why is it recommended to start marketing early?

    Posted: 24 Oct 2020 06:30 AM PDT

    In my own experience, people lose interest over time. When you have a successful social media post 6 months before your launch, most of those people will probably have lost their interest by the time your game actually releases. This led me to believe that it is better to compress all your marketing to a month before release. However, this goes against the common advise to start marketing early. Am I missing something?

    submitted by /u/JeffJelly
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    I want to learn how to make games but I'm afraid to start

    Posted: 24 Oct 2020 11:25 AM PDT

    I have absolutely no knowledge about how to make games, just a lot of ideas I want to use. I am looking up how to learn (this sub has been a huge help) but the thing is.... I'm afraid I'll spend a lot of time learning but won't succeed when actually making a game. How do I get past this?? Help!!!

    (Sorry if that sounds obnoxious)

    submitted by /u/DramaticSwordfish3
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    Looking for resources on real-time scheduler architectures

    Posted: 24 Oct 2020 10:37 AM PDT

    Hello, I'm actually an audio dev, but there are very few books and resources on real time audio compared to games, so figured I'd ask here. I'm looking resources on writing low level soft-real time scheduler engines in C or C++: patterns, data structures, tradeoffs of different approaches, etc. If anyone know of good books, sites, or otherwise that get into this topic deeply, I'd love to hear of them.

    Thanks!

    submitted by /u/tremendous-machine
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    How do I make low poly look good in my game?

    Posted: 24 Oct 2020 09:14 AM PDT

    How do I make low poly look good in my game?

    Hey, I've read some guides and watched tutorials but i can't seem to make my low poly art look good.

    I am using urp and the shaders for all objects are just the urp/lit ones. I've read that toon shaders may improve the looks, but I am not really sure how to create them.

    The look of the trees is okay ( Wich i imported from the asset store) but the house i made, for testing, looks totally off.

    So I would appreciate it a lot if you could help or link me some good tutorials.

    https://preview.redd.it/q0ac7c3462v51.png?width=1741&format=png&auto=webp&s=c778a875c6fa13dd0d2ab7e721ac8b3ea64c030c

    https://preview.redd.it/5r1oer1wg2v51.png?width=2139&format=png&auto=webp&s=595898535f3028f6f9a3eded6d7eefb4f0f54fe0

    submitted by /u/xelander22
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    I'm releasing all the assets to my Steam game (Memetown USA) as public domain

    Posted: 23 Oct 2020 10:13 PM PDT

    Hi everyone! Several years ago I released a game on Steam called Memetown USA. It was a paid app, but its earnings have dried up over the years and I'm releasing the entire game (and source code) as public domain. The Unity project folder contains tons of pixel art, low-poly 3d models, custom-built tools for editing cutscenes, an RPG dialogue system, a simple inventory system, lots of sound effects and UI elements, and even a simple social media system for sharing images inside the game. I hereby relinquish all my rights to the intellectual property found in this game. Feel free to use the assets for anything you want!

    View the announcement and download links here.

    submitted by /u/ricekrispysawdust
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    Dev blogpost: Bending Blightbound's world to lower the horizon

    Posted: 24 Oct 2020 06:52 AM PDT

    I did a video about how to make a computer voice sound effect

    Posted: 24 Oct 2020 04:33 AM PDT

    Hi guys ! I make Royalty-Free Music and here's my latest track. It's an upbeat rock instrumental that's free to use, even for commercial projects. Feel free to use it in your games !

    Posted: 24 Oct 2020 08:14 AM PDT

    I released my first video game on Steam yesterday without knowing a single line of code. It was all done with visual scripting, check it out if you want!

    Posted: 24 Oct 2020 11:54 AM PDT

    Hearing back from press? (Or not)

    Posted: 24 Oct 2020 11:51 AM PDT

    I recently launched my game Nebula Within (woo!) and have been trying to get someone from the press to review it. Those reviews really help highlight the game and show players what they should look forward to (or not) and why (or why not). I haven't heard anything back (it's been almost a week since I reached out?) but I honestly have no idea how long it usually takes.I'm not naive to think my small 1-man-team indie game will be able to reliably and consistently compete for the attention of game reviewers given the daily flood of such high-quality games. I'd just like to get a better understanding of what to expect before reaching out again.

    I feel like it's a bit of a chicken-and-egg situation. If someone reviews it, there will be traction and people will be interested. If people are interested, then someone will want to review it. But right now there really isn't either so the game's just drifting away unnoticed.

    Thanks in advance!

    submitted by /u/The_Shrub_Patrol
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    Doug Teaches Unreal Engine Lesson Plan 6 - C Initialization, Chasing A...

    Posted: 24 Oct 2020 11:35 AM PDT

    Unity and SteamVR. How do I get started?

    Posted: 24 Oct 2020 11:10 AM PDT

    All tutorials I found are deprecated because of OpenVR not being supported anymore by SteamVR (or smth like that).

    I tried with Unity 2020 and SteamVR plugin but the Play button only starts within the editor. I heard about some stuff not being supported and that it was required to go with Unity 2018 but there I get an assembly error.

    Anyone knows how to get started with VR development in Unity nowadays? I have a Valve Index

    submitted by /u/marshiell
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    Framework or game engine for an Android BitLife clone?

    Posted: 24 Oct 2020 11:09 AM PDT

    I know the FAQ/wiki covers frameworks/game engines, but I think my question is a bit more specific. I am wanting to make a life simulation game similar to BitLife, where the entire game is basically clicking on buttons and entering text. There wouldn't be much actual graphics asides from buttons/art and definitely no 3d art or any complicated physics.

    However, I'm not sure if I should use a game engine or a framework to get this started. I'm familiar with C/C++ so I think I could learn another language easily enough with good documentation, so that isn't my issue. At this point I'm just torn between picking something like Godot/Unity or going with a framework like libgdx or monogame.

    I've started to learn Godot and I think I could make it work for what I want, but I don't know if going with an engine for something that seems so simple like a BitLife clone would be over the top. I've thought about trying to learn a framework but my problem with that is I don't know if it'd be hard to get all the graphics in with just code. I guess a game engine makes sense to me but I've never use a framework so I'm not sure how to incorporate graphics without a drag and drop editor.

    submitted by /u/bornagain_
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    Question about controller support for a RimWorld / Prison Architect like game

    Posted: 24 Oct 2020 07:13 AM PDT

    3D model format for the game engine?

    Posted: 24 Oct 2020 10:40 AM PDT

    I am developing my own game engine and the biggest struggle so far was to load in model with materials, including diffuse, normal, metalness, and roughness which all should be separated since most tools export materials that way.

    I am using assimp for mesh loading and glTF as a format for models since it has pretty much everything i need in one file, however, glTF stores metalness and roughness in one file in two different channels, and that's opposite of what i need, i need to have metalness and roughness to be stored in two different files, while i guess i could write a code that would convert each channel to be separated that's not really what i am looking for as that would add unnecessary complexity and i will still have to manually combine roughness and metalness every time i would want to load a new model. I also tried obj but it seems that obj doesn't have support for pbr materials, at least in assimp. The only option that has everything i need is fbx however its proprietary.

    I guess the right thing to do would be to create my own model format, however, that would be a bit time consuming and i just need to make sure there's no other open-source option that i can use in the meanwhile that fits my needs.

    submitted by /u/CaminoOnPc
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    My Refugee Roguelike

    Posted: 24 Oct 2020 10:38 AM PDT

    Here's an idea for a roguelike I randomly had. Its core is about a refugees sacrificing their lives to help each other escape a warzone.

    The gameplay involves one member of the family stepping outside your shelter and running through the land in order to find a safe haven. You can use tools and weapons (or your fist), steal from people, find secret paths, etc.

    Every time a refugee dies, you play as a different family member (heirs in rouge legacy). You can "hand down" certain possessions from your last run to the new family member (these can be stat boosts).

    Rougelikes have a lot of risk/rewards which reinforces the idea of sacrifice. I'd even have bits of morality (like in this war of mine) where you have to make certain decisions like stealing from others or siding with warlords.

    These ethical decisions can tie into an persistent story (like in hades) of the actions your family had to take. I'm thinking that you will have alliances/relationships (like in hades) will create repercussions like knowing travel routes or being targeted by soldiers.

    I thought this was a cool idea since rouglikes/lites are about risk/reward, difficulty, and persistence. Things that refugees probably face all the time.

    submitted by /u/One_Armed_Mando
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    Gameplay video here defeating the first boss just for you guys on #screenshotsaturday. Based on your feedback I've added blood splash on hit as well as more animations and sfx!

    Posted: 24 Oct 2020 10:34 AM PDT

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