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    Saturday, February 13, 2021

    Screenshot Saturday #524 - Vivid Imagery

    Screenshot Saturday #524 - Vivid Imagery


    Screenshot Saturday #524 - Vivid Imagery

    Posted: 12 Feb 2021 09:36 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 types of games are you mostly playing these days?

    submitted by /u/Sexual_Lettuce
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    Free (CC0) Stylized Low Poly Wooden Bridges Pack to use in your projects

    Posted: 13 Feb 2021 08:20 AM PST

    Markerless Motion Capture - Turning Videos into 3D Animations

    Posted: 12 Feb 2021 03:29 PM PST

    Advanced interaction system in 90 seconds using Unity

    Posted: 13 Feb 2021 06:19 AM PST

    Low hanging fruit that many indies don't grab and I don't understand why

    Posted: 13 Feb 2021 09:33 AM PST

    Hey guys,

    Sometimes I see a couple of low hanging fruit a developer could easily take and I don't really understand why this is often ignored. In many cases it wouldn't be that hard to pull off. This is mostly meant for Steam games and may help some people :)

    Steam Cloud support

    Since the Steam Auto-Cloud thing it's really easy to setup Steam Cloud saves and it's really a nice addition for many people to not worry about save states. Obviously if your save system is very complex, this will be harder but if it is just a simple text file with ints and bools, why not.

    https://partner.steamgames.com/doc/features/cloud

    Translation

    This obviously only applies for people with games that have a low word count - I totally understand why it isn't easy to translate a novel-length text adventure. But many games, especially arcade/casual games, have such a low word count that it is effectively like 5 bucks to translate the whole thing into another language. If you didn't plan for translation it is obviously harder to pull of in code but many people will more likely check you game out if it is translated. Steam does show games less to people afaik that aren't in the language of the user, especially if the language is not explicitly stated in their preferences. There are a lot of Chinese only games but I really rarely see them and it's likely because Chinese isn't in my user preferences.

    Steam Dev Page

    More interesting if you have multiple games but really easy to setup.

    The right tags

    Tagging is hard but makes a big difference on Steam, it sometimes good to get another time on the tag wizard and rethink the tagging.

    Writing patch notes

    It's just really annoying for me as a user when I get an update for a game and don't know what has changed. Even if it is just a couple of fixes, I'm still interested.

    submitted by /u/Moaning_Clock
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    Which engine should I use?

    Posted: 13 Feb 2021 11:10 AM PST

    I am a learning designer for my local community college. I am going to start making educational games, which may be used in courses.

    I am wanting to know which game engine would be best for me. I know Css/HTML/Js so I am confident I can handle minimal coding, though I am not wanting to learn C++ or anything like that.

    So far Game Maker 2 looks like the winner but I've come across Construct 3 and Fusion. Both offer game making with minimal coding.

    I am looking to export in HTML5 because these games will likely run through an LMS like D2L.

    I am almost ready to buy Game Maker 2 but want to run it by people just to make sure this would be a good option for me.

    Thoughts?

    submitted by /u/dsrt_dwlr
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    Timelapse - Stylised Damaged Glowing Metal Panels (Substance Designer) Cartoon Texture

    Posted: 13 Feb 2021 10:29 AM PST

    Could somebody give me an outline of what I might have to do to get my 2D Unity engine game working on the PC and mobile platforms?

    Posted: 13 Feb 2021 11:54 AM PST

    I'm making my current game with very simple controls (left and right), and will just put out two main builds for both control types.

    It is almost finished, and I paid the $100 for the Steam dev account, and the $25 for the Google play store dev account.

    Working on figuring out how to join the Apple one because the damn website keeps directing me to different info pages...

    So when I finish, is there a lot I need to do to get it to actually function on those platforms?

    I got the full android SDK add-ons in my Unity 2019 build, and the basic iOS and PC stuff it usually auto-installs.

    I am not a programmer at all, barely learned how to put these scripts of code together. Can anyone give me some guidance on actually releasing it? I want to have it ready for all 3 platforms at once, Steam, iOS, and Android.

    I see the Steam page and Google account page are giving me all this dev kit software, but do I need that, or is that just for developers who aren't already using an engine?

    submitted by /u/GuitarProJon
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    How to find head of animation jobs for indie games?

    Posted: 13 Feb 2021 11:05 AM PST

    I've worked in Feature/VFX/Games and currently a pretty well established senior at a AAA company.

    My passion lies mostly in narrative indie games and I dream of someday taking part in the production of a somewhat funded, quality polished game. I consider myself more than ready to take on that role for a smaller studio, but finding that sort of job seems impossible.

    Most studios are never really looking for animators as the animation is done by a generalist, or is less important to the project. Many indie games also seem to be 2D so that bars me off of a lot of possibilities.

    There's definitely some 3D indie stuff out there, Oxenfree, Kentucky Route Zero, Disco Elysium, Little Devil Inside, etc. But how can I find these projects while they are in their infancy?

    submitted by /u/0rionis
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    I think 2020s will become a Golden Age of AA games

    Posted: 13 Feb 2021 08:15 AM PST

    Well, I'm not blaming AAA gaming studios, but they are now having troubling times because of many problems like crunches, bad management policy and lack of new ideas. In other hand, we have indie games, but because of market oversaturation it doesn't going well. Sure, I love to play some indie games, and I'm interested in Valheim game. But today it's very rarely and hard to find any good indie game. Then, I see indie gaming becomed more like a conveyor with similar ideas. It's not a bad thing that we have a lot of pixel-art roguelites, but man, are indie games are tend about originality? I see people prefer to play only indie games which are having nostalgia factor or meme content.

    Meanwhile AA games, which where in stagnation in the early of 2010s, are now back to scene. We have many good AA games in recent times like Ghostrunner, Baldur's Gate 3, Greedfall and Kingdom Come. They are like indie games, but with more budget and better quality. And I love them more than AAA and indie games. And today AA games developers had more chances to get attention thanks for new publishers who once specialized on indie games like Devolver Digital. I heard most of AA developers are not crunching.

    submitted by /u/Vitaro99
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    Does anyone know any free sources of pagan mythology art?

    Posted: 13 Feb 2021 08:05 AM PST

    It can be Greek, Nordic, Slavic, Egyptian or Roman mythology, any would work.

    Have anyone run into authors which would be fine with their art being in the game? Websites where people share art like that for free?

    I will start contacting some authors in person but first to ask it here, maybe someone has some directions.

    submitted by /u/lynxbird
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    Collisions in an Entity Component System?

    Posted: 13 Feb 2021 09:01 AM PST

    Sorry if this has been asked before but I couldn't find a precise duplicate of this question.

    Say I have a CollisionSystem that iterates through entities that have a Collider component (basically just a radius, as currently everything in the game uses circles for collision).

    When it detects a collision, different things should happen depending on what two entities are colliding. For example, here's an incomplete list of possible collision events that could occur (and what should happen):

    • Player bullet collides with enemy monster
      • Bullet should disappear and monster should take damage
    • Monster collides with player
      • Player should take damage
    • Player collides with door
      • Stage should change
    • Player collides with switch
      • Door should open

    So, the CollisionSystem doesn't have an issue detecting these collisions. What I'm having trouble with is how to handle them. Entities are currently just bags of components. They don't have a name or type. This is "good" because then systems just operate on the components they care about, without concern for what "type" of object they're operating on.

    But I feel like with Collision I have to break this, no? For example, I feel a possible solution is to tag every entity in my game with a TypeComponent and then have possible values be things like, PlayerProjectile, Door, Monster, Player, etc. This feels like bad design though because currently this is not needed as Systems just operate on generic components, without concern for what the "thing" actually is, and I feel this is good.

    Regardless, say I did this. Then my collision system would do something like this upon detecting an event:

    scene.messages.emit(Messages.Collision, { a: player, b: monster }); 

    But then the problem is how do we efficiently have the system responsible for handling these collision events find the events they care about? Presumably we'll have one function for handling the "bullet-monster" collision, another function for the "monster-player" collision, etc. How do we delegate these effectively without having to do an O(n) lookup for each function? Because we need to check what the two entities types are and then call the proper function for handling them, which sounds like an if-statement chain.

    Similarly, how do we avoid the problem of differentiating between "player-door" collisions and "door-player" collisions? They should delegate to the same function but depending on the random order of the CollisionSystem, each entity could be either first or second, which adds additional trouble for efficient delegation in the collision handlers. This is in Javascript by the way if it matters.


    An alternative approach, which I wonder if it might be better, would just be to handle the collisions in the collision system itself. Have one loop that iterates through all player projectiles and monsters, and handle them there. Have another loop that iterates through players and monsters, and handle collision there, etc.

    submitted by /u/redditaccount624
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    Textures for Unreal Engine

    Posted: 13 Feb 2021 08:58 AM PST

    Hi all, new here and relatively new to game building in UE4. As a 3D modeler and animator, my pipeline right now is 3DS Max to Substance Painter to UE4. No knowledge of coding/blueprints.

    Questions:

    1) Is there a max or recommended amount of texture files for a level in UE? I plan on having a lot. 2) Is using one gigantic texture file better than using many smaller texture files in UE? (For example, an object with 8 UDIMs instead of one large 4k/8k texture.)

    Lower on the priority list:

    3) Best way to have Substance Painter textures more closely matched in UE4, they seem way too shiny in UE4. 4) A way to control multiple materials at the same time in UE4? 5) Any extra texturing/material tips for starting out in UE4 :)

    Thank you!

    submitted by /u/UltiMatDan
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    Mechanics related to moral choice and interest. Restore HP but kill or give and risk your life without knowing is it an enemy or a friend? What do you think?

    Posted: 13 Feb 2021 12:20 PM PST

    3D Artist

    Posted: 13 Feb 2021 08:16 AM PST

    Hello, I am currently looking for collaborations as 3D Artist and Level designer. Feel free to contact me: https://www.artstation.com/dariosplendido

    submitted by /u/Dario_Splendido
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    Creative Commons 0 (copyright waived) PBR Material Textures

    Posted: 13 Feb 2021 11:39 AM PST

    Hi all,

    I just stumbled across these collections of PBR material texture sets that looks to be pretty solid quality. Figured there may be some others of you who haven't seen this, but they look to be tiled, include needed channels, etc, so should work with Quixel Mixer, Armor Paint etc.

    https://cc0textures.com

    and

    https://texturehaven.com/

    Anyway, hope it's useful for others. Are there other material resources/tools you know of? (Outside of Quixel Megascans, though if you're using UE4 and haven't seen, those are available for use in UE4 projects -> https://help.quixel.com/hc/en-us/sections/360000977797)

    Oh, if you're after HDRI environment maps, there's a bunch of CC0 ones here (https://hdrihaven.com).

    Happy developing.

    submitted by /u/schmutza
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    Best software for creating interiors and architecture.

    Posted: 13 Feb 2021 11:32 AM PST

    Hi guys, I would like some recommendations for software (preferably free) that makes it not to hard to create basic rooms and buildings in. In my head I'm thinking you can draw out floor plans in 2d that you can export as a mesh that you can make look better in something like unreal. Any suggestions?

    Thanks!

    submitted by /u/Robert_the_roboy
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    Any way to prevent companies from patenting ideas found in games I published? Copyleft patent?

    Posted: 13 Feb 2021 10:37 AM PST

    Recently there has been a lot of talk about companies patenting game ideas (Nemesis system, The Medium's double reality system, to name a couple). I think that in doing so, they are working against one of the core values of the game industry that I've personally grown to value so much: Innovation by Inspiration.

    I want to prevent my own ideas from being taken by a company and patented in order to prevent anyone else from using it (or even trying to sue me after they secured their patent; could they even pull off something like that?). Is there any way of doing so? Is there something like a copyleft patent that protects my idea from being patented / have its usage restricted in any way?

    submitted by /u/monospacedmagic
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    Blender & UE4 FPS Hands Rigging Tutorial

    Posted: 13 Feb 2021 02:53 AM PST

    My custom bug reporting solution using S3 for game saves and logs, Discourse forums for reports

    Posted: 12 Feb 2021 10:35 PM PST

    This is a little bit of a show-off post if I'm being honest, but I'm just so pleased with this system, and I'm sure it will work well for other game developers too.

    I've just started alpha testing for my latest game. Testers need some easy way to provide bug reports, and for those reports to be useful, we need logs and often game saves. In the past I've had troubles retrieving that data. Often game saves can be quite large, so emailing attachments is problematic, and asking testers/players to find the files in a particular directory and zip them up and send them is an inconvenience for everyone.

    Tracking bug reports can be tricky too. There are plenty of bug tracking libraries and tools out there, but most of them are designed for internal tracking, and aren't really suited for volunteer testers playing games, and small/solo developers.

    So this time I did my best to make it easy. There is a button in the game to "Submit Bug Report". It also prompts on the next launch after a crash. When a player hits the submit report button, they have options to send the world save and logs, and need to enter a title. Then they can either submit the bug via email or via the forums (which are using Discourse). Whichever button they click will open up a pre-populated form with the title, a generated bug id, and a template to fill out for the report. And as they fill it out, the content is packaged up and uploaded to S3, where I can retrieve it based on that bug id.

    There are some screenshots of the UI here: https://imgur.com/gallery/PpvY215

    If they submit via the forums, it uses Steam's built in web browser to open a link to create a new post in-game. Discourse has the ability to pre-populate a new post quite easily, so the bug id is in the title. Then I can use tags and modify the title to keep track of bugs. The forums also allow other testers to easily search through current bugs, add their own comments etc. and I can follow up with questions or feedback.

    Email is just an option as some people would rather submit feedback in private. It just uses a mailto: URL to compose a message.

    Probably the most difficult thing was interfacing with S3. I didn't want to maintain some kind of server in the middle, so decided to use the REST API to upload directly to S3 via a build in web client. My engine is C++, and for multiplayer I was already using the civetweb library for an http server. That had a simple client as well, so I used that. Authentication was difficult, and maybe using the S3 C++ SDK would have been easier, but I didn't want to embed yet another big library. It worked out in the end though, and uploading is working well. I have to embed an S3 key, but it only has access to upload, not list or download, so it's relatively safe.

    I also needed to zip up the logs and world saves, but I already had an interface to the libzip library, so that was straight forward.

    Once the logs and world saves are up on S3, I needed a way to download and inspect them. Initially I though I could just use the S3 management console, but it was a bit of as pain, so I actually decided to integrate it into the game. When I do a debug build it adds an extra button to the main menu which calls out to the S3 CLI (authenticated only on my dev machine) to retrieve a list of the reports in the bucket, and allows me to download a report. Once it's downloaded I can then either open the reports (which just calls out to the system to open up the logs directory in VSCode) or I can load the world save with the click of a button.

    It might seem like overkill, but one way or another I had to write a script to retrieve the reports, and it was actually easier to do it in-game as my UI/logic is all written in Lua anyway, so it only took a couple of hours. And it's super convenient!

    I've released games in the past without any of this, some with no bug reporting at all, and some with third party crash reporters and none of them have been anywhere near as good as this system. It wasn't too hard to set up either, though I was in a good position to do it this way given the scripting language integration and the libraries I was already using.

    Just thought I'd share in case it might help anyone else.

    submitted by /u/majicDave
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    (Speed Modeling) Low Poly Fantasy DAGGER in Blender 2.90 | Weapo

    Posted: 13 Feb 2021 12:08 AM PST

    I have a randomizer question on liveCode

    Posted: 13 Feb 2021 09:30 AM PST

    How can I make a radomizer that doesn't repeat picks on liveCode? (I'm a beginner)

    submitted by /u/battle_watch
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    Unity Procedural Lowpoly Trees

    Posted: 13 Feb 2021 09:21 AM PST

    how do i go from console apps to scripts for games?

    Posted: 13 Feb 2021 08:59 AM PST

    hi, so me and my friend wanted to try making some games, i know how to make console apps in c++ and some scripts in python and i was wondering how do i go from that to writing code for game engines? any help appreciated if its not the right subreddit please tell me

    submitted by /u/rrekaF
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