• Breaking News

    Tuesday, November 3, 2020

    The fight for WorldBox, or how a game you worked on for 8 years may be stolen from you without you even knowing it

    The fight for WorldBox, or how a game you worked on for 8 years may be stolen from you without you even knowing it


    The fight for WorldBox, or how a game you worked on for 8 years may be stolen from you without you even knowing it

    Posted: 02 Nov 2020 12:29 PM PST

    tixyLand: Make animated graphics with one line of code

    Posted: 03 Nov 2020 08:40 AM PST

    Pay what you like for the Game Industry Conference, even 0

    Posted: 03 Nov 2020 08:10 AM PST

    Hi all!

    I have a bit different subject for you, as I would like to invite you to the online, Pay What You Like, Game Industry Conference.
    The GIC is an annual gamedev conference, one of the biggest and most knowledge-oriented in Europe. last year having 1416 MeetToMatcg meetings by 506 bizdevs, over 3650 attendees from more than 640 companies and 53 countries, 29 business exhibitors, +160 talks with various advancement levels.

    This year is of course different. We're going online and decided that all online tickets to #GIC20 will be available as PWYL. This includes not only the online counterpart of the Developer Pass, granting access to all streamed knowledge but even the online counterpart of the Business Pass allowing for business meetings in MeetToMatch.

    It's probably the first PWYL event, and definitely, the best ever offer for MeetToMatch.

    Non-profit and gamedev support

    The GIC is organized by Vitruvio Foundation, a non-profit, non-governmental organization with statutory goals to support game development, education, research, and innovations. Choosing its own price, one can back programs organized by GIC: scholarships, education, game industry research, etc., and happening not only in Poland but broader. Now you can be part of it as well. You can choose to support GIC programs: scholarships, education, game industry research, etc.

    But how about those who need support?

    Then the option to choose zero is RECOMMENDED for them.

    ------------------------

    The pandemic turns out to be a catalyst for change. We have been thinking about transforming the ticketing system for at least two years. There will be no better opportunity to verify it; we are very curious to see how this experiment will work. If Pay What You Like works, it may also stay with us when GIC returns to stationary form!

    More here: https://gic.gd/PayWhatYouLike

    And remember, #GICcares!

    submitted by /u/najeli
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    How do you go about hiring in areas you have no expertise in?

    Posted: 03 Nov 2020 09:45 AM PST

    Hey folks, so as the title says I'm looking to hire in an area where I have very little understanding: audio. Basically working with composers is challenging because I know what I want, and I know what I like once I hear it, but I have no idea how to give feedback or suggestions as I don't really know the terminology. I can listen to ten samples and know which ones I like but can't really articulate what it is about them that's better.

    Sending examples works okay but I feel a lot of the time contractors take that as "copy this" rather than using it as inspiration or reference.

    Do you guys have any tips for hiring in areas you're not strong in?

    submitted by /u/kylebanks
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    How To Make A Laser Gun In UnrealEngine Tutorial

    Posted: 03 Nov 2020 08:21 AM PST

    Hey Devs, I've created an updated video showing the UE4 project settings you should use for the Quest 2. I show you how to stop the level open/load crash and how you can update a current project to use the same settings.

    Posted: 03 Nov 2020 08:31 AM PST

    How do I decide what aspect of game development I should focus on when I'm a bit of a generalist?

    Posted: 03 Nov 2020 09:34 AM PST

    I love programming, 2D and 3D art, animation, and writing for games, but I realize at the point of looking to get into the games industry I need to specialize a bit. The problem is I am equally weighted in most aspects so I'm finding it hard to decide what to focus on.

    Does anyone have any advice or their own experiences that they can share?

    Thanks in advanced.

    submitted by /u/zuryu0
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    How to make water in unity 2019 or 2020

    Posted: 03 Nov 2020 09:23 AM PST

    I've been trying to make a swamp like area in one of my games but haven't been able to make water at all. All of the tutorials have preinstalled shaders and material or they're using the unity standard asset pack which doesn't work due to a compiler error saying something like can't use GUITEXT anymore due to it not being available anymore (I'm not on my computer right now so I don't remember exactly what it says).

    Does anyone have any idea or tips on how to make water that the player can walk through and possible make ripples in?

    submitted by /u/TheFritoNation
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    I'm a systems developer trying my hand at game dev, here's something I'm working on for Game Off 2020

    Posted: 03 Nov 2020 10:48 AM PST

    Camera Direction Without its Rotation.

    Posted: 03 Nov 2020 10:37 AM PST

    Camera Direction Without its Rotation.

    Hi,

    I am doing a bit of Code clean up and making it as compact and efficient as possible, and i stumbled upon this piece of problem that I solved using a "childish" way.

    I wanna know if a better solution exists or not.

    https://preview.redd.it/bc2tltcqj2x51.jpg?width=1198&format=pjpg&auto=webp&s=420edb5e6de46e91d584c5ab9b0aab105a474173

    Now, the problem is the Camera is tilted as in a top down view And I move the player relative to Camera's Forward and Right vector. Problem is Camera's Forward Vector also comes tilt and since i am using Rigidbody.AddForce to move my player the Force is also applied in the tilted direction (Red Arrow).

    I want to get the Blue Arrow Direction but at the same time it being local.

    I solved this problem by adding a parent object to camera that is not tilted and I use its Forward and Right Vector as a reference. But as you can see that's a whole object just there to feed Forward and Right Vector for the Camera.

    Is There any way I can Get Camera's Forward Vector and somehow make it face is a straight front rather than being tilt.

    submitted by /u/Prof-Dumbass
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    Client-Side Prediction Questions

    Posted: 03 Nov 2020 11:36 AM PST

    I'm attempting to integrate client-side prediction into my networked multiplayer ARPG game. Right now everything is lock-step, which feels great until you latency goes over a threshold, or spikes. So I'm hoping to add some client-side prediction.

    Every article I've read on client-side prediction and server reconciliation seems to focus on actions and animations that can be interpolated. For example player movement.

    This seems simple enough, any error between the client and server is tracked, visually interpolated, and slowly reduced.

    Where I cannot find any information is how to deal with client and server deviations regarding more complicated events.

    A) How are things that cannot be interpolated dealt with? Things that either happened, or didn't happen, or occur in a way such that differences between client and server cannot just be "smoothed" away.

    For example, players casts a spell that generates a single homing projectile for each nearby enemy.

    • what if the player actually did not have enough resources to cast that spell even though the client thought they did?
    • what if the player was interrupted before the spell cast got off, but the client didn't know?
    • what if one of the monsters was not in range, and the extra projectile was spawned in error?

    B) How are more "complex" events dealt with? Events that effectively generate several more events that would need to be predicted or processed.

    For example, player hits an enemy, dealing damage, and causing a status effect which affects nearby enemies.

    • how do you display damage numbers without knowing the actual damage roll?
    • how do you predict a status affect that has a non-guaranteed chance to proc?
    • what if the player was actually out of range and never hit the enemy?

    For the sake of simplicity my gut its telling me to simply not predict these sort of things, hide the delay behind animations, and wait for the server to send what happens.

    I think this is how games like Diablo 3 do this. During high latency spikes you can swing and hit an enemy, the enemy flashes, but clearly the results of the attack aren't (and can't be) predicted locally.

    So tying back to my examples, for A) The client would predict the cast show the casting animation, predict the release, show the cast release animation, but wait for the server to process the results of it. For B) The client would predict the attack, show the attack animations, but wait for the server to process the damage and status effect caused by it.

    Any advice or suggestions are appreciated.

    submitted by /u/_pondwater
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    172,000 trist too much for a game asset?

    Posted: 03 Nov 2020 06:27 AM PST

    172,000 trist too much for a game asset?

    Im working on this asset, which will be part of a scene in a game. It has 172k tris. Is it too much for a game that will be made in Unreal engine? Should I create a low poly version of it, or no need?

    HP model

    submitted by /u/Tekcore
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    Nobody likes to be told what to do right? But yet game tutorials generally force us to do things. So to avoid this, I tried to add an invisible tutorial to my game.

    Posted: 03 Nov 2020 08:37 AM PST

    Opinions on ROBLOX Studio?

    Posted: 03 Nov 2020 11:40 AM PST

    What's your opinion on the Roblox game development feature that allows you to make games

    I'm really planning on learning scripting and making a game on the platform.

    submitted by /u/Samurai2089
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    What would you be happy to see on my site with free 3D models?

    Posted: 03 Nov 2020 11:28 AM PST

    Hi all! If you interested free 3d game models, can you choise one of opinion, thanks ^__^

    All 3D models I creating in realistic style.

    My site: freegameasset

    View Poll

    submitted by /u/freegameasset
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    Public Properties vs Properties

    Posted: 03 Nov 2020 07:37 AM PST

    I'm fairly new to both programming and unity and I don't quite understand when one would choose to use public variables over properties and vice versa. Can someone please help me out. Any help would be highly appreciated.

    submitted by /u/Nightowl786
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    Questions about launching a mobile game on desktop

    Posted: 03 Nov 2020 05:17 AM PST

    So, I've been building a casual puzzle game for iOS and Android that's finally basically completed. We're just fleshing our some of the backend features and some UI art.

    One thing I was wondering about was potentially launching on windows and mac, despite it being a mobile-oriented experience. It wouldn't take much work at all to port the title. Is this a good/bad idea? Are there downsides I'm not considering? I feel like, at worst, you're getting your game out there more. The experience launching on steam, itch.io, etc would likely be valuable in and of itself.

    One of my main questions is concerning pricing. On mobile we're a free, advertisement supported title. We wouldn't be able to leverage the same monetizarion on desktops, so I was wondering what dollar amount would be reasonable to ask for?

    I've also read a lot about "perceived value," where a $1.99 game may sell significantly better than a $0.99 game simply because people perceive it to be a better product. Is this something I should be keeping in mind, and does anyone have any relevant advice?

    One thing that may be important is that with the feature set we've developed, you can use your google account (for example) to link to your game account. This would then allow you to play seamlessly on all platforms as the same user with the same data, trying to beat your high scores, earning achievements, and fighting your way to the leaderboard. Would this be valuable enough to take into account when pricing the title?

    Thanks everyone!

    submitted by /u/CKF
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    I made a video explaining some marketing archetype basics for gamedev

    Posted: 03 Nov 2020 10:34 AM PST

    It's about time Unity fix the stuptid snippet bug

    Posted: 03 Nov 2020 10:23 AM PST

    It's really fucking annoying that every goddamn time i create a new project i have to spend 15 to 30 minutes trying to make vs code actually show the the goddamn suggestions, it's the bane of my existence and i think is just embarrassing that a 2 year old plus bug this obnoxious is still around, seriously Unity please for the love of god fix this!

    submitted by /u/xaxasca
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    Watch the official Rags to Dishes trailer now! �� Take a look at what we've been cooking up... the proof is in the pudding ��‍�� Do you have what it takes to cook your way to victory? �� #Trailer #IndieGameDev #VirtualReality

    Posted: 03 Nov 2020 10:17 AM PST

    How can one protect their IP?

    Posted: 03 Nov 2020 02:11 AM PST

    Reading about the situation of WorldBox, I was thinking how can us, indie developer, protect our IP?

    I don't mean like in an informal way, more like a legal and proper way to protect the IP that you created.

    Is there anything that can be done?

    submitted by /u/Baxspookwave
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    Low-lying fog shader tutorial [Unity, ShaderGraph]

    Posted: 03 Nov 2020 01:46 AM PST

    Low-lying fog shader tutorial [Unity, ShaderGraph]

    Hey,

    I just wrote a tutorial on how I created this low-lying fog effect with Unity using ShaderGraph: https://www.paulinami.com/post/how-to-create-a-low-lying-fog-effect-with-unity-s-shadergraph

    By learning how to create this low-lying fog effect you will also know how to:

    1. Render a texture from shader;
    2. Offset vertices of your model;
    3. Add depth fade to your effects or models;
    4. Use ramp color textures.

    A full project, textures, and a mesh provided!

    Low-lying fog

    submitted by /u/louvree
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    What's the best magazine for game developers?

    Posted: 03 Nov 2020 09:04 AM PST

    Hi,

    I'm a game developer and I like reading magazines. I've already googled but didn't really find anything great. Do you read game dev magazines and which of them would you recommend? I've seen some that are downloadable as a PDF-File, but I want a magazine made out of paper, related to game dev. Any suggestion? Thanks in advance,

    Shiny Emerald Games

    submitted by /u/ShinyEmeraldGames
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    Undecided on which skill to pick up

    Posted: 03 Nov 2020 01:11 AM PST

    Hey guys. I used to dick around on RPG Maker 2k in my early teens but never finished anything. I also did a couple of sprites here and there and wasn't too bad at it actually.

    Now I am interested in making games again. Probably top-down visual novels and JRPG style games.

    I am already learning the basics of python so I can get started on Godot. Codeacademy is really helping me stay focused for now.

    As far as style goes I am aiming for pixelart because I like SNES and GBA era games a lot.

    For music, I really like composers like Yasunori Mitsuda and Motoi Sakuraba. As far as indie games go, I love Cave Story's soundtrack too

    Now here is my dilemma:

    I want to pick up one skill: art or music. I am starting at basically zero for both because I dabbled in both but don't have true fundamentals in either.

    So it's either try pixelart again or do the music for my game. I think I am more musically inclined but to me it seems much harder to work without the graphics first? It also seems much more expensive to hire someone to do all the art for your game vs hiring someone for say 10-15 tracks (I am aiming for small projects). On top of that music seems so daunting with all its theory, especially since I can't play the piano (I know the notes but I can't really play a piece that's not C major, lol)

    submitted by /u/john_doe_TP
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