Great GDC Talk about Marketing |
- Great GDC Talk about Marketing
- A refreshingly simple data-driven game engine built in Rust
- Understanding Physically Based Rendering in Unity3D
- I spent the last 7 months tracking down the FreeJack publisher to resume development and bring FreeJack back to life, and we finally agreed on the license terms.
- How I implemented Tactics Movement into my 2D Turn Based Tactics Game
- A way to make beautiful cards and other UI assets fast using only free tools
- How do you finish a game?
- Sculpting Human Head with Blender : Mouth
- How we did the tutorial system in Academia: School Simulator, Part 1: SSM
- Facial Action Coding System (FACS) Tutorials
- Ultima style map / artwork development
- What do you do when you hate what you made?
- I left school at 16 will I struggle with the math involved with a game design degree
- Hi devs, I made this tutorial where I show how to transform from normal Sprite to Pixel art in a easy way. Hope it helps! (Unity)
- How can I create a coupon code for my steam game?
- UE4: Advanced FPS Tutorial - Part 2: Weapon Setup
- Grid like Background For Displaying Assets.
- How is the basic Unreal Games structured?
- 2D Bosses
- Help with Game Maker tutorial
- AUTODESK MAYA - How to make Realistic Character for FREE?
- What is a good pattern for interrupting the turn flow in a turn-based system?
- How would you go about making a building generator
- Best plateform / system to host your game and online services? (Dedicated server)
Great GDC Talk about Marketing Posted: 14 Feb 2021 05:06 AM PST
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A refreshingly simple data-driven game engine built in Rust Posted: 14 Feb 2021 09:10 AM PST
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Understanding Physically Based Rendering in Unity3D Posted: 14 Feb 2021 10:02 AM PST
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Posted: 14 Feb 2021 11:42 AM PST
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How I implemented Tactics Movement into my 2D Turn Based Tactics Game Posted: 14 Feb 2021 01:32 AM PST
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A way to make beautiful cards and other UI assets fast using only free tools Posted: 14 Feb 2021 09:50 AM PST
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Posted: 14 Feb 2021 06:02 AM PST It sounds so hard, man. First you need an idea, which are already extremely hard to come up with, then you need to design it, then do countless iterations until it's fun, and all through this you can't lose motivation or it'll all be a waste of time. How do you guys get around this? I haven't completed a game in 2 years, let alone even got far with one. [link] [comments] | ||
Sculpting Human Head with Blender : Mouth Posted: 14 Feb 2021 07:02 AM PST
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How we did the tutorial system in Academia: School Simulator, Part 1: SSM Posted: 14 Feb 2021 07:11 AM PST
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Facial Action Coding System (FACS) Tutorials Posted: 14 Feb 2021 05:28 AM PST Hi all I hope that this type of post is permitted and apologise if I've misunderstood the posting rules. FYI, I'm working on a face-reading/FACS tutorial series that might be of interest to animators, particularly in relation to facial rigging: https://www.youtube.com/watch?v=64sOB5-PM10 Best wishes Oli [link] [comments] | ||
Ultima style map / artwork development Posted: 14 Feb 2021 06:20 AM PST Hey guys. I want to toy around with Unity and I was wondering how would you link a tile on a world map to a larger and more detailed 'local' map for that tile? because I want to create a large local map for each world tile so that each world tile can be visited and have something to do. Also, can anyone tell me which program to use to create artwork like in the style of early Ultima games? I am interested in how to make the water and trees from 4, and the characters and tiles from 6. Specifically 4 and 6. I'll provide a couple of links: https://wiki.ultimacodex.com/wiki/File:PenumbraU6.png https://wiki.ultimacodex.com/wiki/File:PirateCave.png https://wiki.ultimacodex.com/wiki/File:Slaughtered_Lamb.png https://www.mobygames.com/game/amiga/ultima-iv-quest-of-the-avatar/screenshots/gameShotId,512552/ [link] [comments] | ||
What do you do when you hate what you made? Posted: 14 Feb 2021 08:57 AM PST A little over a year ago I decided to make a small horror demo and release it in October. My goals were to keep it simple and focus on one mechanic for about 30 minutes of playtime total. Not knowing what I was doing, I ran way over my deadline, which I suppose is to be expected. I find myself a year later with a more polished (visually at least) playable demo. When watching a friend playtest it, I got smacked in the face with the reality that it just wasn't fun (to play or watch someone play.) I find mysef wanting to redo the entire thing, or at the very least gut a large part of what I've done and start again. I could push through and art up what I have to a decent state, but what's the point if the underlying game isnt good? If I don't release something, it feels like I've put a ton of my time into nothing. Yeah, I know you learned blahblah, but really the end result is the same as if I didn't just waste my time with this. If I try to get an actual question out of this whiny rant, I guess it would be do I move forward with something I don't like or start over? [link] [comments] | ||
I left school at 16 will I struggle with the math involved with a game design degree Posted: 14 Feb 2021 09:24 AM PST Through courses I am now able to apply for a college degree will I struggle alot with the maths ? [link] [comments] | ||
Posted: 13 Feb 2021 07:26 PM PST
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How can I create a coupon code for my steam game? Posted: 14 Feb 2021 05:34 AM PST I am a new game developer who wants my buyers to use a coupon code to get 10% off on purchases for those who will come from my blog. Can I add a discount coupon in steam? [link] [comments] | ||
UE4: Advanced FPS Tutorial - Part 2: Weapon Setup Posted: 14 Feb 2021 03:18 AM PST
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Grid like Background For Displaying Assets. Posted: 14 Feb 2021 06:39 AM PST TALKING ABOUT THE BACKGROUND USED IN GRIDSHOT So , I just started game-deving and I really would love to know how can I get those White and Grey looking grids for showing off my assets and functions ( like shooting a gun at a car ) without having to worry about frame drops that are caused by my world assets. [link] [comments] | ||
How is the basic Unreal Games structured? Posted: 14 Feb 2021 10:07 AM PST For example, how many stacks between the main thread and the update function? Ten, Twenty? [link] [comments] | ||
Posted: 14 Feb 2021 09:57 AM PST Hey I'm making a 2D sidescroller fast-paced platform game cowboy themed and I don't know exactly how to make a boss/boss fight for this type of game since most of these games have creatures or animals and like bosses and enemies and in my game, the enemies are all human the same size as the main character. The enemies just jump, run and shoot, nothing special. So, how do I make an exciting and good boss to fight without seeming too exaggerated like being able to fly or something? The idea that I've been working on is that all bosses become a type of monster or creature related to the boss itself. For example, the first boss has a twin brother but he only appears in the middle of the game so in the first mission the boss is just one of the twins, which becomes a "monster" that is only half a body with two arms on one side and a leg (the twin being the other half) that reaches 99 pixels (the main character has 20). I know it seems very exaggerated for a cowboy game that does not address anything "fictitious" so to speak and the excuse that the game gives for this type of bosses is that as the main character was shot in the head and the bullet stayed there, he tends to "imagine" enemies like that. The main character also breaks the 4th wall on some occasions which may also be due to the bullet situation. The possibility of bosses being this way allows boss fights to be more diverse and exciting. [link] [comments] | ||
Posted: 14 Feb 2021 09:22 AM PST I'm a GML and programming beginner and I'm following this tutorial by Shaun Spalding. I don't have a great grasp of it so far, but around the 10:45 minute mark, he starts talking about the variables used to make the player object face in the direction its moving when you let go of the direction key. I'm pretty sure I've written the exact same code for the player object (and scripts) mentioned in the video, but when I let go of the direction keys the player always faces right without fail. Can anyone help me? [link] [comments] | ||
AUTODESK MAYA - How to make Realistic Character for FREE? Posted: 14 Feb 2021 08:49 AM PST
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What is a good pattern for interrupting the turn flow in a turn-based system? Posted: 14 Feb 2021 08:22 AM PST I'm currently working on a turn-based card game but I've had this question before when working on some of my first games too. I want to create a turn system where independent and self-contained events can happen at any time during a turn, based on the dispatch or signaling of game events. Taking a look at the current approach in a board party game like Mario Party, we see that most events happen synchronously after the action of a player, like say, walking by a NPC cell. In that case, the game controller is aware that action was triggered while the player was walking, and thus could expose a callback for the NPC to call when they're done with their actions, resuming the player walk from where it was interrupted. Meanwhile, no other events may happen unless the NPC is ready for it and is able to resume their own state after the new event ends. With that said, what I'm looking for is a way to avoid that synchronous behavior in order to make possible for effects and events to take place whenever. That way, it becomes possible for players to act during another player's turn, resulting in a more dynamic gameplay. For instance, in Mario Party, it's not possible to use an item unless it's your turn, which makes total sense. However, imagine there was a rare item that allowed you to reap 20 coins from other player whenever you please, even if it's not your turn. There isn't a turn phase that allows other players to use any items, so it wouldn't be possible. Even if there was such a phase, it would only allow for items to be used right then, and not later during other phases. An asynchronous behavior would enable for a stack of events to occur dynamically during a turn. However, the system would have to be carefully developed, otherwise it could be prone to infinite loops. My question however is how does a controller interrupts the flow of a turn (which is supposed to be synchronous) for events to take place at unpredictable times? My current guesses are: using state machines to handle the suspension and resuming of events/phases; or forcing every event/effect to implement methods that suspend and resume their own execution, be it with state machines or not. Do you have other suggestions about how this is done in existing games or systems? TLDR: What are patterns for implementing asynchronous events that interrupt a synchronous turn-based system? [link] [comments] | ||
How would you go about making a building generator Posted: 14 Feb 2021 07:55 AM PST so I'm making a game called yakuza raid (might change the name later) and it is a roguelike kind of game where most things are randomly generated. I've found dungeon generators but not building generators. How would I go about making them? What I the building generator to be able to do is:
[link] [comments] | ||
Best plateform / system to host your game and online services? (Dedicated server) Posted: 14 Feb 2021 07:48 AM PST I have a multiplayer game and I don't really know where to host it and which Online service to use if you have any tips, advice or new services to propose. Key features: - Matchmaking - Party - Friends invite(via online system) - Leaderboard I will maybe make all the leaderboard and user information part myself with lambda and a database. Hosting service: - Gamelift(AWS) - Agones + Kubernetes(GCP), I love this project and work a lot with K8s but maybe overkill and time consuming. Online service for matchmaking: - Epic Online Service - Steam Service The Engine I'm using is Unreal Engine 4 [link] [comments] |
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