• Breaking News

    Saturday, January 23, 2021

    Screenshot Saturday #521 - Hot Shots

    Screenshot Saturday #521 - Hot Shots


    Screenshot Saturday #521 - Hot Shots

    Posted: 22 Jan 2021 09:29 PM PST

    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 your most watched movie or TV show?

    submitted by /u/Sexual_Lettuce
    [link] [comments]

    Hi Gamedev, If you are working on a project that requires scary or haunting wind sounds, I recorded these creepy howling sounds between trees, windows & door cracks. I hope you can use it. Greetings Marcel

    Posted: 23 Jan 2021 12:31 AM PST

    What website do you use to host/share your portfolio?

    Posted: 23 Jan 2021 11:34 AM PST

    I need to update my game dev portfolio with all of the projects i've worked on. Though i'm not sure the what the best "website builder/host" is the best. What website do you use to create your very own portfolio/website

    submitted by /u/mrjamiemcc
    [link] [comments]

    If a Steam page is published as soon as possible, but the wishlist does not start to grow immediately, will the steam algorithm penalize me?

    Posted: 23 Jan 2021 05:56 AM PST

    Hi there!

    I was wondering if someone with experience publishing their game on Steam could help me with this question:

    Basically what the title indicates.

    I tried to find the answer but I am not sure about it. Does Steam's discovery algorithm penalizes a title if once the landing page is published (as comming soon i.e.), it does not receive many wishlists immediately?,

    or does it only take into account the number of wishlists at the time of the game release date?I have my Steam page ready to go public, but I'm not sure if I should create more interest in my game first.

    Thanks!!!!

    submitted by /u/Alex_Arg
    [link] [comments]

    How big does game have to be before testing on play store?

    Posted: 23 Jan 2021 07:38 AM PST

    I developed a space shooter "game" for Android on the surface of Mars. I use "game" in quotes because right now there are only two types of enemies to shoot at, turrets and drones. Also only two weapons, missile and laser. Also added one boss (bigger enemy ship)

    The game looks good graphicswise and plays well. Friends say its "cool"

    Its basically an infinite 3d scroller at this point.

    It uses Android screen tilt for movement.

    I was thinking of launching a test on the Google play store for around 200 people just to get some feed back and see if it's even worth pursuing further.

    Is it worth putting on the play store at this point or should I keep adding things, ie weapons, levels, enemies, gimmicks?

    Ps there's a working webGL version I uploaded on a popular site but I don't want to violate the rules so thought the description of the game should suffice.

    submitted by /u/heckubiss
    [link] [comments]

    Losing motivation, not knowing where to start.

    Posted: 23 Jan 2021 12:11 PM PST

    Hi everyone,

    I'm a CS student, mainly using C++ as my main programming language.

    A few months ago, I wanted to start getting into game programming but I didn't even made progress since then.

    I don't know where to start ? What library should I pick ? SDL2 ? SFML ? Should I dive straight into Unreal Engine 4 ?

    What books should I read ? What would be an ideal learning path in my case ?

    I'm lost, and I think I just need some good advices from you guys on how to get started...

    Thank you for reading, I wish you a good day.

    submitted by /u/vcrl
    [link] [comments]

    Should I use a single texture atlas for multiple small props?

    Posted: 23 Jan 2021 11:42 AM PST

    Hi there! Looking to make my low-poly assets as efficient as possible. In the games industry is it practical/common to use a single texture atlas for multiple small set-dressing props? I am using Maya for 3d modelling/UV unwrapping and Substance Painter for my textures (I will be hand painting them.)

    submitted by /u/Asw0deus
    [link] [comments]

    Creating road network data model basics

    Posted: 23 Jan 2021 07:41 AM PST

    Two years ago I published here a video of drawing a road network.

    Due to the lack of spare time, I didn't share my approach to achieve it. So now, I would like to share a brief write-up of my basic approach and first steps in creating this.
    I would like to explain the data model I created at the very beginning, which allowed me to develop it to such an effect.

    Creating Road

    At the very beginning, between the given beginning and end of the road, I calculate a list of consecutive points that constitute the path on which we want to place the road. Let's call it a Road Course. It will be a list of consecutive points, separated from each other at a given distance (e.g. 0.1f in Unity).

    Then, I calculate the list of road edges for each Road Course point. I store each next pair of points, which are Left and Right Positions, in the Road Position object. Having consecutive Road Course points, we can set a perpendicular to their line and thus calculate points on the left and right edges of a given position.

    Thanks to this, we will be able to:

    • calculate a rectangle or polygon representing the road (to preview, create a 3D representation, modify the terrain, or to be able to calculate a collision later),
    • split the road,
    • be flexible in the way of setting the road through various possibilities of determining the Road Course (e.g. a curved line),
    • calculate lane courses inside the road for cars, pavements, etc.,
    • we can determine the place for plots or buildings.

    Each time Road Course is changed, I recalculate the Road Positions list and Polygon for the given Road.

    Adding a New Road

    When adding a new road, I check to see if one of its ends is on or intersects an existing road. If the end of the new road is inside an existing road, I find the closest Road Position and align the new road end to it.

    Then the existing road can be split into two separate roads, by calculation from separate Road Positions parts. The common contact point for the new road and the two newly formed roads from splitting the existing road will be the central point of the new intersection.

    If a new road crosses the existing road, the contact point is calculated based on the intersection of the courses of the new road and the existing road. Then, based on this, we determine which Road Positions will belong to which road. Then two (or more, depending on how many roads are crossed) new roads are created, and all existing roads that have been crossed are also divided.

    Calculate lanes

    Thanks to the list of consecutive road edge points on the Road Positions list, we can also calculate the course of the lanes that are inside the road. By calculating the point at the appropriate distance between the left and right edges of the road from the next items on the Road Position list, we get the consecutive points that determine the course of the lane inside the road.

    I store the course of a given lane as a list of the points. This list can be optimized for later calculations. For example, we will not need to calculate the positions of vehicles by iterating over all the items in this list. Instead, you can delete points in this list that are on the same straight line. Then the vehicle will only follow a few points for a curved lane or only two points for a straight lane.

    Lanes on the crossroad are a bit more complicated to calculate. I came up with the idea that intersecting road positions should not be active and not taken into account when calculating lanes. Where they are, lanes are already calculated as part of the crossroad. As roads are added or subtracted to a crossroad, the lanes inside the crossroad are recalculated. Then, based on the lanes coming to the crossroad, calculate the lanes inside the crossroad. I use the Bézier curve to calculate their course.

    Of course, we must store connections between all lanes as well. I use an object called Lane Edge as a representation of the position where the lanes begin or end. Thanks to that you can search the paths in the lanes network.

    Adding Fields

    My approach to place plots was rather simple. When placing a plot, I recognize which Road Position is closest and calculate the edges of the polygon of the field. For now, I assumed that all fields are squares of the same size. It allows to simply calculate the edges of the rectangle that bound the field alongside the road, taking the relevant edges of the nearby Road Positions. If the road would be curved, we have to place the edge of the field at a distance that does not collide with the road.

    This article with additional pictures is available here:

    https://resetset.blogspot.com/2021/01/road-network-data-model-basics.html

    I hope that at least I explained my idea a little bit. I wanted to clarify at least the basics after my post received such a positive response. Thanks!

    submitted by /u/resetset
    [link] [comments]

    I Want to Make a MOBA That Feels Like a Fighting Game

    Posted: 23 Jan 2021 08:18 AM PST

    The goal would be all the strategy and team coordination of a MOBA, but the intensity and solo performance moments of a fighting game. The idea is pretty exciting for me, but I'd like some feedback. Think this is sounds like fun?

    Imagine League of Legends + Street Fighter to get an idea of what I'm thinking. It would be a little more approachable than a traditional fighting game or MOBA.

    submitted by /u/Akinero
    [link] [comments]

    How to go about making my own game engine?

    Posted: 23 Jan 2021 08:12 AM PST

    I have been using Unity and Unreal to make games. I wanted to start working on a game engine that uses D3D 11 as a project. How and where should I start?

    submitted by /u/aditya_c2512
    [link] [comments]

    How do I make an FPS character controller since Brackeys' tutorial does not work anymore?

    Posted: 23 Jan 2021 11:30 AM PST

    It seems that Brackey's tutorial does not work anymore due to the unity updates.

    submitted by /u/WaterSheep29
    [link] [comments]

    Need direction as to where I should start with music composition.

    Posted: 23 Jan 2021 11:11 AM PST

    I want to make games when I finish my degree and I want to be in charge of music of I ever get a team together. How should I start composing? I can play piano, guitar and ukulele so I have ability to learn instruments and know a little theory. I was thinking of learning to use Ableton but I wanted to see what the most effective way to make music is from asking you guys. Any direction would be very helpful.

    submitted by /u/Sonic_The_Margehog
    [link] [comments]

    Camera positioning for first person animations (Blender, UE4)

    Posted: 23 Jan 2021 07:24 AM PST

    So I'm just getting into first person animations specifically for the unreal engine 4 mannequin.

    My problem is handling the camera and making sure its correct before proceeding to create the animations. After looking through the first person template I can see that the arms mesh is parented to the camera and then positioned accordingly. (I have read online this is a fairly common practice) This seems tedious and I cannot seem to beable to get the exact values to reproduce the look I have in blender.

    Ideally I would create a camera socket in blender and then attach the camera to the socket in unreal engine but this goes against parenting the mesh to the camera (which I have read online is a common practice)

    Then there is other things like for example a falling animation. If the camera was parented to a socket it would be as simple as playing the animation on skeleton but if it isn't how would you animate a someone falling over? Somehow animate the camera to match the arm animations? Maybe I'm over thinking it all but a step in the right direction would be greatly appreciated.

    Thankyou.

    submitted by /u/sClarkeOG
    [link] [comments]

    We are giving Farm Animal Sounds for free!

    Posted: 22 Jan 2021 12:38 PM PST

    A Unity Tutorial On Blacking Out The Lights In The Scene | I had blacked out the lights in my project so that the environment design wouldn't take long and wanted to share a way to do it, hope this will be helpful!

    Posted: 23 Jan 2021 11:00 AM PST

    Game engine advice?

    Posted: 23 Jan 2021 07:04 AM PST

    So, I have an idea for a game! With zero experience or skill in actually making one, I thought it could be a nice passtime to maybe try and learn an engine to bring my idea to life. That's where the question starts, though: how does one make pixel graphics games? What should I even look for? I specifically don't want 3d. I feel like I'm inspired by "The Red Strings Club" and Toge Production's "Coffee Talk". I'm not planning on making anything big, just to have a bit of fun and maybe see my idea come to life. I'd love any input, thank you for reading!

    submitted by /u/AdamanthGaming
    [link] [comments]

    1 year ago I started learning unity, and after a lot of mistakes I remade my medium-sized dream project from scratch 3 months ago. It was a tough decision but I think it has been great for my game, and may turn out to be a blessing in disguise.

    Posted: 23 Jan 2021 06:30 AM PST

    About 1 year ago I started working on my first game, which I had to abandon after about 9 months of development, and I ended up releasing it for free with what content I had. My biggest mistake was making the game multiplayer, which I had to keep paying someone to implement, so making my first game became a big money drain. I ended up releasing for free a much smaller version than I had envisioned, and after a month or so of gamedev break, I decided to start from complete scratch and remake my game. I got a lot better art I think, and I started off implementing a lot of things the first didn't have, like a story, dialog system, saving/loading, light system and so on.

    You can compare the two versions yourself, and see if you agree with me:

    Old game is Calturin and Clone, you can see trailer/steam page here: https://store.steampowered.com/app/1359110/Calturin_and_Clone/

    And the new game that I have just announced is Calturin: https://store.steampowered.com/app/1515470/Calturin/

    The old game only managed to get about 100 wishlists for the many months it was up, but I am hoping that my new game Calturin, where I have tried to especially make the environment prettier, will do better with wish lists.

    For the trailer, I broke one of the "rules" of indie trailers by not having the action shot appear instantly, but I felt like it was important to tell a story in this trailer, so I started with two quick shots that introduce the two main characters. I made sure however that the action shot comes as soon as possible (8 seconds in).

    I spent weeks finding the right voice actor, and I was lucky to find Beau Marie on voice123 who was a perfect fit for the voice I wanted for my necromancer. I am also extremely happy with the cover art that Megan Clavelle ( u/UnstableArtistt ) did for me, whom I found on gamedev classifieds. She improved my vision of how the art should look (just the mage staring into a portal) to what it currently is. Finally I found the music for free on freesound.org (from shortrecord and soundflakes), I hope you like how it fits with the trailer.

    Has anyone else had experiences with remaking their project from scratch, and how has it worked out for you?

    submitted by /u/smidivak
    [link] [comments]

    Cartoon Low Poly TOUCAN (3d Character Design) in Blender 2.90

    Posted: 23 Jan 2021 02:31 AM PST

    Possible to make Dating Sim in Unity using 3D?

    Posted: 23 Jan 2021 09:40 AM PST

    As the title says, is it feasible to be able to make a dating sim using the 3d game workspace in Unity? I was thinking that it would probably involve a fixed camera and then using a flat rendering technique of some sort?

    submitted by /u/menU-head
    [link] [comments]

    Making 3D SPRITES with SHADER GRAPH in Unity

    Posted: 23 Jan 2021 05:18 AM PST

    What kind of tools/platforms do you think are missing?

    Posted: 23 Jan 2021 01:28 AM PST

    So what is your wishlist in the video-game industry? What do you think could benefit the community?

    Here is mine:

    • A platform simplifying the creation of multiplayer games, where you wouldn't even have to think about the networking layer but could program as if you were making a local-coop game (at the cost of bandwidth and maybe latency)
    • A game engine focused on real-time collaboration, I remember superpowers which I really liked but unfortunately, it didn't take off (I believe that they work on Hytale now)
    • (more real-time collaboration tools in general, pixel-art for example? I am not an artist so maybe that it would be a terrible idea)
    submitted by /u/TheMode911
    [link] [comments]

    Where do I start with making music?

    Posted: 23 Jan 2021 08:43 AM PST

    What I'm looking for is something capable of both pixel like and traditional instruments (Example below), I'm unsure of which to pick, any advice on which music creation tool to use would be appreciated!
    https://youtu.be/sEjyYF9X_fg

    submitted by /u/_betri_
    [link] [comments]

    can i make a game on existing characters . Whats the legality on this . for example can i make a game about Naruto

    Posted: 23 Jan 2021 08:34 AM PST

    can i make a game on existing characters . Whats the legality on this . for example can i make a game about Naruto

    submitted by /u/sadmanproductions
    [link] [comments]

    “Animation Controller” issues in unity when reusing them

    Posted: 23 Jan 2021 08:34 AM PST

    (I'm using Unity) I think I'm missing some fundamental knowledge when it comes to animation controllers, I realise this might be a real noob issue but I would really appreciate being educated on this.

    Taking an existing (humanoid)animation controller and effectively copy and paste it to another humanoid character it might not work or even attempting to use it for a non-humanoid character(replacing the animations for the non-humanoid character.. idle, walk, run, etc).

    Is it something to do with the rig? ShouldI creates new animation controller for each character? Or can I reuse it?

    I feel like I'm missing something fundamental here, any advice or pointing me to some good tutorials you know of I'd appreciate it!

    Thanks!

    submitted by /u/Mr_Fetts_Jetpack
    [link] [comments]

    No comments:

    Post a Comment