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.
- 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)
- You ever feel like you just spent an unreasonable amount of time doing the wrong thing?
- Making the same game in both Unity and Unreal to help people see the real workflows and decide easier.
- In this video I take on the task of creating a 2d Realtime Day/Night cycle in just 5 lines of code.
- How much important/valuable to release a game multi-lingual on your experience?
- Game devs with a retail game out on steam,gog, etc, Do you play your own games after release?
- I've created a free 101 line RPG voice pack using AI voice actors (that kinda sound good)
- UE4 Advanced FPS Tutorial: adding weapon effects, sounds, and animations
- Is it worth putting my title on Itch.io?
- What's a good way to make characters in my 2d game look differently based on their equipment?
- idtech 3 documentation and question
- Creating (Low Poly) Fantasy Weapons (Speed Modeling) in Blender 2.90 - Part 7
- Has anyone put out a companion e-book with their game?
- Discrete State Pattern - A pattern for creating highly compact and light-weight general purpose finite state machines.
- ¡Tutorial en español de cómo aumentar el eCPM en Unity Ads!
- UE4 Advanced FPS Tutorial #4: Updating all states to multiplayer
- Steamworks - SteamPipe Build Upload Performance Improvements
- Found a popular game that is basically what I've been working on the past year, how to deal with demotivation?
- How do games like LISA or Hollow Knight load so quicly their levels?
- Free music assets for your awesome projects in action, rock, classic music styles! For dynamic, energetic, combat scenes!
- Reccomend Me An Engine / Assets for my Card Game
- Looking for advice on first game plan.
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. [link] [comments] | ||
Posted: 15 Feb 2021 02:37 AM PST
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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? [link] [comments] | ||
Posted: 14 Feb 2021 02:26 PM PST
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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
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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? [link] [comments] | ||
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? [link] [comments] | ||
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
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! [link] [comments] | ||
UE4 Advanced FPS Tutorial: adding weapon effects, sounds, and animations Posted: 15 Feb 2021 01:31 AM PST
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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. [link] [comments] | ||
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
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! [link] [comments] | ||
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. [link] [comments] | ||
Creating (Low Poly) Fantasy Weapons (Speed Modeling) in Blender 2.90 - Part 7 Posted: 14 Feb 2021 11:09 PM PST
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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? [link] [comments] | ||
Posted: 15 Feb 2021 11:39 AM PST
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¡Tutorial en español de cómo aumentar el eCPM en Unity Ads! Posted: 15 Feb 2021 11:36 AM PST
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UE4 Advanced FPS Tutorial #4: Updating all states to multiplayer Posted: 15 Feb 2021 11:28 AM PST
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Steamworks - SteamPipe Build Upload Performance Improvements Posted: 15 Feb 2021 11:24 AM PST
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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. [link] [comments] | ||
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? [link] [comments] | ||
Posted: 15 Feb 2021 05:13 AM PST
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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:
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. [link] [comments] | ||
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
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.
About half way through HeartBeast's Action RPG Tutorial which is really helping
I've found Kenney and OpenGameArt so I may try to find something there or just build rough examples in ApeSprite.
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. [link] [comments] |
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