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    Thursday, November 5, 2020

    LDtk (Level Designer toolkit)

    LDtk (Level Designer toolkit)


    LDtk (Level Designer toolkit)

    Posted: 05 Nov 2020 07:18 AM PST

    Hi everyone,

    My name is Sebastien "deepnight" Benard, former lead on Dead Cells, now solo-indie :)

    I've spent years creating various kinds of 2D games (I'm a big fan of game jams) but I always struggled with the lack of modern level editor (except Tiled, obviously). So I decided to create my own tool, and to make it as user-friendly as possible, while offering all the important features (and more).

    If you played Dead Cells before, you know I'm a psychopath of "game feel" and "UX first".

    Thus, here is LDtk (ie. "Level Designer Toolkit"): https://deepnight.net/tools/ldtk-2d-level-editor/. The app was formerly known as "LEd" during its alpha phase and changed name last week.

    It's now pretty much production ready and stable.

    LDtk is free (well, actually "pay what you want including free", even for commercial use) and offers many many features:

    • 2D level editor focused to side-views and top-downs (sorry no isometric for now!)
    • a powerful auto tiling system based on customizable rules, to do all the boring job for you.
    • game entities with fully customizable typed fields
    • optional stackable tiles in a single layer (making editing sooo much faster)
    • a modern UI and a strong focus on user-friendliness
    • LDtk can cross-save projects Json files to TMX format (for frameworks that can read Tiled files). Just check a box, and save your project, and the app will maintain Tiled compatible files in a sub-folder.
    • full documentation (including an auto-generated up-to-date JSON structure doc)
    • open-source (and based on web technologies)

    I really hope you enjoy it :)

    submitted by /u/deepnightbdx
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    You learn game dev by developing games, so I'm making my own Game Engine to learn how to make Game Engines!

    Posted: 05 Nov 2020 12:56 AM PST

    So I've always been interested in game dev (more importantly game engine dev) and I wanted to be one of those hardcore programmers like John Carmack or Tim Sweeny just sitting in front of their computers making insane 3D graphics stuff, and the biggest piece of advice I always got when asking how to do what they did was to just do it. It's a little annoying to hear at first but I kinda recognize how important it has been for me.

    This is for y'all who are in the same position I was, you want to make a game engine but don't know how. Well, I don't know how to make a game engine either but god help me I'm gonna do it anyway!

    And to add to that, I'll be live streaming my descent into madness for you all to enjoy!

    To be fair I have some experience with game dev and programming in general. I attempted making the engine a while back on youtube and it was because I was following tutorials and when the tutorial stopped, so did I. This time around, I'm thinking of what I want to implement, and trying my best to implement them!

    You can even see how I've evolved already by checking my previous streams (linked below), I started off a bit rocky and honestly confused but I've gotten into the flow now and am making decent progress. I have a list of stuff that I would like in the engine and then I figure out how to make it as I go along!

    I've been using C++, OpenGL, and SDL, and hopefully sometime in the future, if and when I figure out Vulkan, I'll integrate that in as well. I did consider DirectX but I figured right now my code works on Windows, Mac, and Linux so why to limit myself to Windows only.

    So be sure to follow my twitch channel to catch my streams: https://www.twitch.tv/daserialgenius

    You can check out the progress I've made so far on my youtube channel: https://www.youtube.com/c/DaSerialGenius

    I've also started a little discord where I'll be discussing my work on the engine: https://discord.com/invite/Fb5zEvZaAV

    You can check out the progress I've made as of yet and am planning on doing over at Trello: https://trello.com/b/Dpa4KPCD/cereal-engine-progress-tracker

    and of course, you can also check out the code here: https://github.com/DaSerialGenius/Cereal-Engine

    I hope y'all get as much out of this as I do because I'm hoping that with y'all watching me, those who know what I'm doing wrong will be able to correct me, and those who are following along will learn faster!

    submitted by /u/DaSerialGenius
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    How do you guys deal with working on large complex projects with a lot of moving parts?

    Posted: 05 Nov 2020 06:44 AM PST

    Every time one of my projects surpasses a certain amount of "complexity" my progress slows to a halt. I constantly have to stop and remember how certain systems operate especially if I haven't worked it in a while. I write comments but it's still very slow. It really impacts my productivity and I'm wondering how you guys manage to stay organized, with a clear picture of all your systems.

    submitted by /u/IfTheG1oveDontFit
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    Game Engine Programming 020.1 - Loading functions from game code DLL explicitly (link in the comments)

    Posted: 05 Nov 2020 05:49 AM PST

    Been making some progress in my new Dinosaur-themed RPG. What do you guys think of the look/concept idea of the game?

    Posted: 05 Nov 2020 12:14 PM PST

    My friend and I are making a survival horror RPG and wanted to share

    Posted: 05 Nov 2020 12:00 PM PST

    New Steam Feature: Steam Playtest

    Posted: 04 Nov 2020 01:34 PM PST

    Is it a good idea to test the market with a demo?

    Posted: 05 Nov 2020 08:04 AM PST

    I have a full-time job with 3 children, I've begun game development as a side hustle and a hobby. I have a few game concepts I want to develop, they're unique and I think they'll be fun. But who cares what I think right? It's the market I need to ask.

    So I had this idea, to churn out gameplay concepts with relevant art and story teasers as a demo, and see if it gains traction. But as a part-time solo dev, the time between game release and the demo could take a year or more. I fear many things: idea gets stolen, market loses interest etc. What do you guys think? Is there anyone else in the same boat willing to share their methods?

    submitted by /u/Burstjoe
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    A devlog for a game I made for my 100 subs special

    Posted: 05 Nov 2020 10:36 AM PST

    Total Animation Solution: How To Create And Manage Animations In Unity 2020

    Posted: 05 Nov 2020 08:04 AM PST

    How should i make upgradable objects.

    Posted: 05 Nov 2020 11:48 AM PST

    Thats the question.

    Right now I'm simply making a new model for every upgrade, no matter how small(of course if its just to add a scope i copily the pistol model and make the scope, I dont start from scratch in that sense)

    Are there easier/better ways to do it? Am I doing it wrong? If so were can I go look for a solution/read a bit more on it.

    P.S. Google hates me and for some reason, no matter how I word the question it keeps to send me to upgrade showcase from games.

    submitted by /u/Rune_Mage
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    Serious Engine Networking - Short Analysis

    Posted: 05 Nov 2020 11:32 AM PST

    Advice on my bad way I decided to make an online game

    Posted: 05 Nov 2020 07:24 AM PST

    I recently put together a quick demo for a simple, 10 person online game. The game takes place in real time, all players join a match, and at intervals of ~10 seconds, must input a single integer input. Then all other players see the choice, rinse and repeat. I tested it with 10 separate devices connected via a WebGL build and it worked.

    My question is about how I put this together. It's a shoddy combination of SQL tables, PHP, Unity WebRequests, and direct downloads of .txt files from specific folders in my public_html on my private server. What I want to know is, for the purpose of the game, is the way I designed this "okay enough"? What are some of the major bottlenecks I will face as the number of players scales? For clarity, only 10 people will ever be connected to a match at one time, but I mean as more 10-person matches occur simultaneously.

    Some more info: Player client calls a PHP script to search for a match. All match info (which player id's are connected, phase of match, timestamps, etc.) are stored in a SQL table. This script returns the ID of the lobby the player was connected to. The player uses that ID to find a folder on my server specific to that lobby. That's where all of their inputs go, uploaded via .txt file. They also download all other players inputs every ~0.1 sec, as .txt files. All calculations and game progressions are pretty much handled independently on client side. The only way all clients are kept relatively in sync is at the end of each round a new (single) unix timestamp is decide by the first player to connect, which is then delivered to the other 9 players. All players use this periodically updated timestamp to keep time. This is also used for rejoining a match after falling out, and jumping to the right spot in the game.

    Any advice would be greatly appreciated! At this point, unless there is a MAJOR red flag I am missing, either due to scalability or security, I would prefer to stay with this strategy as I am almost done with the game. Suggestions about how to improve this naive approach would be great too :)

    submitted by /u/brandonholt82
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    Struggling with understanding "scale" in game dev

    Posted: 05 Nov 2020 05:43 AM PST

    I've posted on here a few times about my slow but steady education in game development and I've learned A LOT from talking to indie devs, college, and my own research. However something that is blowing my mind and difficult to map out technically is scaling giant structures and enemies like Tyrants in Xenoblade Chronicles X and monsters seen in Monster Hunter or Bayonetta. When I'm scaling these enemies to where you can literally climb them or target limbs, how much work am I in for? Are individual limbs consider separate hitboxes from the ai itself?

    Any general tips on scaling large or giant objects would be appreciated

    submitted by /u/VirtualAaronTTV
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    I'm making a browser-based tower-defense mmo and writing specs. What do I speak about in the doc to give a developer all the details they need to come up with a robust architecture?

    Posted: 05 Nov 2020 11:02 AM PST

    The only thing I'm familiar with is the API concept. How do I delve into this further in the specs document? What other "components" of architecture should I list and delve into in the document?

    Also, would anyone be open to sharing/posting a really good example of a software specs document? (For a product that is being built from scratch rather than a feature being added to an existing product.) I'd like to know what is articulated when the concept is in the idea stage and needs to take its first form in an mvp.

    submitted by /u/neograds
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    Any movie recommendation about game dev?

    Posted: 05 Nov 2020 06:53 AM PST

    I can't seem to get really motivated to do my work(as a hobby). Watching movie about it seems to help me getting motivated. Any movie/anime that revolves around game dev industry?

    submitted by /u/Corylus-Donuts
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    I want to be able to create materials, but I can't get over my hatred of Substance Designer. Any ideas?

    Posted: 05 Nov 2020 08:04 AM PST

    I'm used to node based work from small Unreal projects and modeling in Houdini. I can create fairly simple materials in both Houdini and Blender. I've tried to make the leap into Substance Designer twice and failed each time. The official learning materials are garbage, and Youtube videos are mostly time lapses which teach you nothing. I haven't successfully been able to understand the workflow for Designer.

    But there is a bigger problem: I don't like using Designer. At all. Navigating anything other than very small graphs is a pain. It doesn't seem to be possible to create subnetworks and reduce the clutter either. And at least with the mice and keyboards I've tried, there seems to be a glitch where the software will occasionally jump around the graph or zoom out while I'm working.

    I could buy some beginner training from FlippedNormals and maybe get to grips with the software, but I've never had fun with it before after opening it. I'm worried I'd be wasting money. I thought using Substance Designer was going to be a blast because I love creating procedural stuff in Houdini. Is it just me? Am I doing something wrong in my approach to the software?

    submitted by /u/Crafty_Programmer
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    Game Jam for highschool students

    Posted: 05 Nov 2020 10:10 AM PST

    Exun Clan, India's largest High School Tech club is organizing the 25th edition of its annual event on 17-19th November. Participation in the international Game Jam "Unreality" is free and open to all highschool students. You can join the jam at https://itch.io/jam/unreality and test out your game development skills amongst the best student developers.

    submitted by /u/Pulkitgarg784
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    Looking for advice - 0 experience, beast of a project

    Posted: 05 Nov 2020 10:10 AM PST

    Good morning everyone,

    I'm interested in creating a 3D FPS, utilizing UE4.
    The gameplay concept is akin to 'The Thing' movie. A single player is infected, and must consume the rest of the crew on the remote camp.

    I've fleshed out at decent length the gameplay loop, models I would like, win-conditions, map-structure, and how the game should play-out. However, I'm worried that this is something too big for me to execute. I'm truly interested in chipping away at this to see it come to fruition.

    The draw - I have zero experience with coding, development, etc. I have marketing, management, and supply chain experience, but no technical experience.

    Should I try to get some like-minded individuals on-board for the project? Or try to get this off the ground on my own?

    Any advice would be appreciated.

    Kind Regards,

    FTF1

    submitted by /u/FreeTimeFun1
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    Currently pretending to develop a game that supports Leap Motion...

    Posted: 05 Nov 2020 10:06 AM PST

    So I think Unity should be my go to option in this specific situation. However I'm open to other suggestions. I have already thought about OpenGL but from what I've gathered, I'll be able to finish the game much faster with Unity using C#

    What do you guys think?

    submitted by /u/gdw1337
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    Should I be a game developer?

    Posted: 05 Nov 2020 06:13 AM PST

    I'm currently in grade 11, I've wanted to be a game developer for years and was my passion for a long time. I've been studying IT at school for nearly 2 years and I'm starting to feel unsure if I want to be a game developer. The 2 career choices I'm considering is game programming or being a lawyer. Would you recommend I stick to being a game developer or not?

    Here are my main concerns/questions(not sure if this will make a difference in the answers but, I hope to work at Bethesda):

    What are the work hours like? I want to still be able to have a social life, have a wife and kids, etc. Is it possible to have a lifestyle like this as a programmer?

    What is the pay like? 1 of the reasons I want this career is because I heard the pay is good, is that true?

    What is it like finding a job? Everyone says that programmers are in high demand and can find a job anywhere, is that true?

    I'm not incredible at math, I get 50's and 60's. How big of a problem is this?

    Is being a game programmer enjoyable or is it a soul crushing job?

    With all that in mind, should I be a game programmer, a normal programmer unrelated to games or a lawyer?

    submitted by /u/Tetradotoxins
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    Ui/Ux design in gaming

    Posted: 05 Nov 2020 09:42 AM PST

    Hello! A week ago I found out about ui/ux design and it feels perfect for me. I m interested in learning and eventually start working in the industry but would really need some tips before I fully delve into it. I ve got a few general ui/ux design courses, started taking them 2 days ago after some research but would like to focus more on the important things that will be required in the gaming industry, every tip and bit of information regarding the right path I should take in order to achieve this would really be apreciated, I dont wanna prioritise things and later find out they arent important in this career path. Thank you!

    submitted by /u/hatrix99
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    Synchronizing on time vs FPS

    Posted: 05 Nov 2020 05:30 AM PST

    To give some context I'm making a simple game engine in java and I'm thinking of adding some kind of a task system, but the question stands regardless of this. When my game logic has to do something periodically should I run that function based on time passed or number of frames processed and why?

    submitted by /u/smooth_kiwi_
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