• Breaking News

    Monday, February 15, 2021

    Here's my positive announcement: You've got this. Do not stop developing your game. Keep moving forward and do your best.

    Here's my positive announcement: You've got this. Do not stop developing your game. Keep moving forward and do your best.


    Here's my positive announcement: You've got this. Do not stop developing your game. Keep moving forward and do your best.

    Posted: 15 Feb 2021 07:44 AM PST

    And let no one tell you that you cannot develop a game. You CAN. No developer is special, they just work very hard. Be careful with how much you compare and define your success to another developer. Success is subjective. You might have sold only 10 copies of your game, but at least you finished and launched it. That's a good thing. That's success. Focus on yourself and keep learning along the way. We're all students in this industry that is ever changing.

    Times are obviously difficult right now, but I think it's important to be reminded of these things.

    submitted by /u/IndieGameJoe
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    I've created a full guide on how to level up your Itch.io game page so if you're an indie Dev or a game jammer or you use Itch.io for your games and projects, I hope that this video will help your page to really stand out. (If you needed any help don't hesitate to ask)

    Posted: 15 Feb 2021 02:37 AM PST

    You ever feel like you just spent an unreasonable amount of time doing the wrong thing?

    Posted: 15 Feb 2021 09:31 AM PST

    There are lots of Unity assets for sale which accomplish a general functionality you may want to implement but often I feel more inclined to build my own even if it takes longer and might be more poorly designed. For example, I've been spending quite a while on a node editor for storing dialogue but I could just buy the Dialogue System from the Unity asset store.

    Anyone else have this issue?

    submitted by /u/Fl333r
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    Making the same game in both Unity and Unreal to help people see the real workflows and decide easier.

    Posted: 14 Feb 2021 02:26 PM PST

    In this video I take on the task of creating a 2d Realtime Day/Night cycle in just 5 lines of code.

    Posted: 15 Feb 2021 10:44 AM PST

    How much important/valuable to release a game multi-lingual on your experience?

    Posted: 15 Feb 2021 10:29 AM PST

    Does the benefits of a multi-lingual game worth the hassle of translation of a language and implementation of coding ?

    Imho gamers are usually know English -at least know enough to play the game-.

    Did you notice too much of a difference between a single language game success vs a multi-lingual one?

    submitted by /u/unholy182000
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    Game devs with a retail game out on steam,gog, etc, Do you play your own games after release?

    Posted: 15 Feb 2021 11:23 AM PST

    Hello, I just wanted to know if any game developers out there play the retail version of their game when it launches. By this I mean the released product, not playing/beta testing new updates or anything. Do any specific mechanics allow you to play it with full enjoyment, like randomized seeds for your game, or can you find ways to enjoy it regardless if you created it or not?

    submitted by /u/TheBigBounce1
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    I've created a free 101 line RPG voice pack using AI voice actors (that kinda sound good)

    Posted: 14 Feb 2021 07:33 PM PST

    We've created our first voice pack and would like your thoughts.

    RPG Voice Pack v.1

    • 101 unique lines

    • Performed by 4 of our AI voice actors

    • CSV & PDF of all lines

    • 404 WAV audio files

    Download here: https://we.tl/t-h2WUhnJqSX

    We are exploring different ways to spread the word about Replica Studios and how we can help indie creators with their projects. Do you think these voice-packs would be a good way to get attention? Where should we share?

    We're releasing this voice pack under the Creative Commons licence. Feel free to do what you want with them.

    Let me know if you have any questions.

    ps. these are meant to be placeholders, so the audio quality is not production ready!

    submitted by /u/autumns
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    UE4 Advanced FPS Tutorial: adding weapon effects, sounds, and animations

    Posted: 15 Feb 2021 01:31 AM PST

    Is it worth putting my title on Itch.io?

    Posted: 15 Feb 2021 05:32 AM PST

    I know people say, "you should be everywhere, every store", etc. etc. But, given the different media formats for all the different stores -- its actually hard to create a strong presence in *every* store. Right now we have a solid steam page, but I'm trying to determine if its even worth the time to branch out & manage multiple presences, release versions, etc.

    submitted by /u/jun_program7
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    What's a good way to make characters in my 2d game look differently based on their equipment?

    Posted: 15 Feb 2021 07:06 AM PST

    So you know when your game character equips a sword, some new armor, etc and it shows differently on the screen? (as in, for example, here, which is what I plan to use: http://gaurav.munjal.us/Universal-LPC-Spritesheet-Character-Generator/#?sex=male&=eyes_brown)

    Using javascript <canvas>, how would I do this efficiently? (I'm not using any game engine, so using just plain javascript and canvas)

    So for example, if my player is creating his character at the start of the game, and he is choosing his guy's gender, hair style, color, etc. And then they hit "create character", how do I code it?

    Do I

    1. create a new spritesheet programatically, putting together all the png files the player chose to use, into a new png? I could possibly do that on a new canvas element hidden from the player, that isn't the main game canvas?
    2. Or instead am I just displaying multiple images on top of each other for the rest of the game time?
    3. or is it some other method I didn't think of?

    And then another scenario is the player equips a new item they find during gameplay. Again, do I just add another image drawn on top of the player's image? Or do I generate a new png file for the player, programatically, with the new item equipped?

    I've always made pretty basic things before graphically where this doesn't come up. And I want to make sure I do things in a way which is optimized and wont run super slow (which I often seem to do in my amateur hobby programming)

    Thanks!

    submitted by /u/meadowbound
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    idtech 3 documentation and question

    Posted: 15 Feb 2021 09:09 AM PST

    This doesn't get asked much I'd bet but I'm planing on making a game in idtech 3 or one of it's medications like ioquake3, darkplaces, I like xonotic so unless there's a good reason to use another I'm hoping to use darkplaces. I'm looking to have stuff like bump mapping etc (a few custom shaders as well) but I like xonotics on the fly performance adjustments. I care about being able to use the engine on linux for editing as that what I plan on making the game in will be released for windows as well obviously. Am having trouble finding good documentation for id tech 3 and related dark places and such I know it's out there as years ago I found some I just can't seem to find now. also anyone else who's documented there game creation process in one of these engines? and any other idtech 2 or three based engines worth looking at I'm interested in hearing about. though what I'm making isn't close to anything made before F.E.A.R is the closest things to it programing wise.

    submitted by /u/LuckyPosition
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    Creating (Low Poly) Fantasy Weapons (Speed Modeling) in Blender 2.90 - Part 7

    Posted: 14 Feb 2021 11:09 PM PST

    Has anyone put out a companion e-book with their game?

    Posted: 15 Feb 2021 11:39 AM PST

    Over the last few years, I've been working on a lore-intense urban fantasy video game. The lore is set, the world is built, and the assets are made, now all I need to do is the programming which will take me a better part of the year.

    Since I know I can't add everything into a playable game, I'd like to put out a companion e-book (or website) explaining all of the lore and worldbuilding that went into this game. Has anyone else done this?

    submitted by /u/ProgrammerJai
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    Discrete State Pattern - A pattern for creating highly compact and light-weight general purpose finite state machines.

    Posted: 15 Feb 2021 11:39 AM PST

    ¡Tutorial en español de cómo aumentar el eCPM en Unity Ads!

    Posted: 15 Feb 2021 11:36 AM PST

    UE4 Advanced FPS Tutorial #4: Updating all states to multiplayer

    Posted: 15 Feb 2021 11:28 AM PST

    Steamworks - SteamPipe Build Upload Performance Improvements

    Posted: 15 Feb 2021 11:24 AM PST

    Found a popular game that is basically what I've been working on the past year, how to deal with demotivation?

    Posted: 14 Feb 2021 01:19 PM PST

    I have been working on a game with specific mechanics for the past year, but then find that an almost identical game was released just after I got started, and I can't help but feel demotivated. Anyone able to empathize? Should I be changing how I react to seeing my ideas aren't 100% unique? I feel like spending the energy and time to finish, market, and release my game may be a waste of time.

    EDIT: I see that I have been looking at this whole thing wrong. Thank you for helping understand what a blessing it is to know there's a market for my ideas.

    submitted by /u/EmperorPenguine
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    How do games like LISA or Hollow Knight load so quicly their levels?

    Posted: 15 Feb 2021 11:14 AM PST

    i've been really interested in those quick transitions, you get to the screen border or any door, and once you interact with it, a new level loads in less than a second, does anyone know how to make that in unity?

    submitted by /u/megarunner12
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    Free music assets for your awesome projects in action, rock, classic music styles! For dynamic, energetic, combat scenes!

    Posted: 15 Feb 2021 05:13 AM PST

    Reccomend Me An Engine / Assets for my Card Game

    Posted: 15 Feb 2021 10:53 AM PST

    I've prototyped my relatively simple card game on paper and have drawn art for every game element.

    I want to playtest my game via multiplayer with friends, but stuff like tabletop simulator hasn't been working out as most of my friends don't have TTS or Steam for that matter.

    I've spent the past week trying to figure out whether it is feasible to try to build my game with an engine and then host it for multiplayer, given I have no experience with coding or game development at all.

    The mechanics of my game that I need to cover:

    1. Each player picks a [faction] that influences scoring balance.
    2. Each player is dealt a randomized hand of cards with 1-2 [types] (think pokemon).
    3. They select one card to pass their right.
    4. A player tries to make [sets] of cards based on [type] to score [points]. The conditions for sets are not like go-fish, they have different type conditions to form different sets for different point values.
    5. When a player forms a set they are dealt new cards from a draw pile to replenish their hand.
    6. Another passing round, next player goes. Up to 4 players althought I'd be okay with 1v1 for now.
    7. Game ends with the end of draw pile and point values for "sets" are totaled.

    So, I'm wondering not only which engine to use to try to build this, but also if there are specific assets / UIs that would expedite trying to make this. I'm willing to a few hundred hours on something like this for a functional game, but not 1000+ hours, to put my investment level into perspective. Thank you.

    submitted by /u/ajjack_
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    Looking for advice on first game plan.

    Posted: 15 Feb 2021 06:59 AM PST

    So I'm an experienced software developer (full-stack/data-engineer) that decided to make a game for his wife. This game will never be released in any form, it's just a gift so she and I can relive our experiences. Looking for feedback about my plan and any suggestions you all might have. I've never built a game before so I expect there is a lot to learn.

    Design / Gameplay

    Primarily the game will be conversations and events from our past. The main goal is just to experience it and communicate with the NPCs (our family/friends). The side quest will be to find hidden photos throughout the game and add them to a photo log. Each photo will be tied to the current event. I've mapped out about 10 different events across probably five or six different locations. I expect the number of events might grow if I have time, but the number of locations will stay static.

    The art style I'm planning on would be similar to Stardew Valley. For simplicity I'm ignoring any type of day/night cycle or season change (might have one autumn themed level)

    Audio is a big unknown to me. I don't have a plan for this yet.

    Plan

    • Pick Engine

    I evaluated Godot / GameMaker Studio 2 and chose the former. It seemed to make more sense to me and I liked the open-source element.

    • Do a small tutorial.

    About half way through HeartBeast's Action RPG Tutorial which is really helping

    • Choose one level and build out all gameplay elements with placeholder assets.

    I've found Kenney and OpenGameArt so I may try to find something there or just build rough examples in ApeSprite.

    • Commission better assets (I'm not an artist) for the most important elements and try to improve my pixel art skills for other items.

    Any advice you guys have would be greatly appreciated. I'm not expecting to finish this is a week or a month, but tell me if anything seems out of scope.

    submitted by /u/wifegamemaker
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