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    Sunday, November 26, 2017

    Microtransactions in 2017 have generated nearly three times the revenue compared to full game purchases on PC and consoles COMBINED

    Microtransactions in 2017 have generated nearly three times the revenue compared to full game purchases on PC and consoles COMBINED


    Microtransactions in 2017 have generated nearly three times the revenue compared to full game purchases on PC and consoles COMBINED

    Posted: 26 Nov 2017 10:26 AM PST

    Article: Which platforms earn the most money for developers?

    Posted: 26 Nov 2017 05:52 AM PST

    I offered my Indie Game for free via Torrent - Still, I get hate when I post about it because I show a message that tells: "please buy it if you like it".

    Posted: 26 Nov 2017 02:51 AM PST

    An Inspiring Documentary on the History of Video Games.

    Posted: 26 Nov 2017 06:10 AM PST

    How come my game with fewer downloads is ranking high for a keyword, but my 2nd game with hundreds of downloads doesn't rank for the same keyword at all? Is it Google Play algorithmic penalty? I had the keyword 5 times in the description of the 2nd app

    Posted: 26 Nov 2017 03:27 AM PST

    The first game and the second game are of the same genre, and have the same keywords. It has been 3 weeks despite hundreds of downloads the second game still hasn't ranked for the keyword at all. Especially weird considering there were few hits for the keyword. It once ranked for it, on the first day, then disappeared. Did I get a penalty? How would I fix this problem?

    here's the specifics:

    the first game, getting only 30 downloads and 2 reviews, is in the ranking when searching for "visual novel". The second game however, despite getting a few hundred more downloads than the first game, doesnt even appear for that term (but appears for other keywords). I tried it on appannie and other aso tools and it says the app doesnt appear for that keyword despite the fact that the keyword is in the description and even in the title. that term is the most appealing and i hope we can find a way to get in on that :(

    submitted by /u/nofyza
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    Help determining sound direction from game for deaf players

    Posted: 26 Nov 2017 03:34 AM PST

    Hey everyone!

    I am looking to help some gamers who are deaf, there are a number across different communities. I'd like to build something either in software or hardware that gives them a sense of what direction a sound is coming from.

    Ideally I'd like to have some lib/helper in Python or similar so that other people can build on.

    I've been looking around and there are loads of resources on creating your own spacial sound or determining sound from a microphone away. However I couldnt find anything that I could feed a stream of data and do the reverse on.

    TIA!

    submitted by /u/two_cups_of_tea
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    How do I convert my game idea into an actual plan?

    Posted: 26 Nov 2017 06:07 AM PST

    Hi, I often see myself having game ideas which seem quite nice to me, but most of the times I already fail at the process of converting the small idea into an actual plan.

    This means that I often have small ideas like "this could be an interesting game concept", but I often can't really evolve it and convert it into a plan.

    What do you do to evolve your game idea and to convert it to an actual plan?

    Thank you for your help!

    submitted by /u/Freakei
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    How will persistent world survival games ever NOT become a grind-fest to win?

    Posted: 26 Nov 2017 09:53 AM PST

    If you have a survival game where players may in some impactful way create structures and destroy those structures...

    How could an individual player ever be successful in this type of game unless they "No-Lifed" it to defend their property and grind to maintain unkeep?

    The idea that the time and effort you invest in a game is vulnerable while you are offline... to be raided or destroyed. Um, how do you solve that issue without telling players that they can never sleep or rest?

    submitted by /u/wouldBePirate
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    Online multiplayer

    Posted: 26 Nov 2017 09:45 AM PST

    Hey, my friends and I are developing a game and would love to implement online multilayer, what kind of hardware would I need to build the server? I can build gaming and workstation pc's but have very little knowledge of what hardware I should have for a server pc

    submitted by /u/Iregretallmynames
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    Any tips for findings devs to compose music for?

    Posted: 26 Nov 2017 01:49 AM PST

    Hey everyone,

    I'm a composer and am interested in composing music for a dev for free. Just wondering if you guys have any tips for how to find people or get my name out there.

    So far I have seen people post on forums, as well as websites where you can upload your music. But I'm keen to work closely with a dev to make my music fit the tone/mood etc. and also be able to track the progress of how the game is going. Uploading my music to a website seems a bit like selling off your children with no idea of where they have ended up or how they are doing.

    thanks for taking the time to read this, any insight would be really appreciated.

    submitted by /u/philandhisaccount
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    Does anyone have a list of puzzle game hybrids?

    Posted: 25 Nov 2017 08:25 PM PST

    I've always had a kick out of these things, starting from the very first Puzzle Quest (Match 3). Since then, practically every genre has had its own "twist", either in the form of an RPG or a civilization building game. I always enjoy looking at the design of these games in the hope that I'll eventually make one of them.

    Can anyone contribute to this list? Are there any newer, better games which innovate on the genre? Are there untapped base games that can be used? Is there a pachinko RPG (other than peggle?) Chess RPG?

    Puzzle Core Game
    Minesweeper Dungelot, Tales of the Adventure Company, Mamono Sweeper, Oasis, Psycard
    Match 3 - Board as abstract Puzzle Quest franchise, Puzzle & Dragons, Glyph Quest (hex board), Gridland, and a whole lot of others
    Match 3 - Board as physical map Cavemania, Scurvy Scallywags, Tavern Guardians, Swap Sword
    Poker Sword and Poker
    Chuzzle (Rotate-match) 10000000
    Match Line-Drawing Dungeon Raid, Puzzle Craft, Wargames WOPR, Dungeon Link, Dungeon Story
    Constructive Matching Triple Town (civilization building)
    Breakout/Arkanoid Wizorbs
    Pipe Dream Swap Quest
    Threes/2048 Lost Viking, Boneswiper, Sword&Dragon, Dungeon Tiles (ios), The Nightmare Cooperative
    Sorting (Tinder) Reigns, Mobs & Potions, Tinder (if that's your thing)
    Bookworm Bookworm Adventures
    Collapse! Knightfall, Samegame Fighter, Dangerous Adventure
    Snake Nimble Quest
    Idle Games Too many to mention
    Yahtzee Delve the Dice Game
    Klondike Solitaire Solitairica
    Solitaire (various other mechanics) Card Crawl, Donsol, Card Thief
    submitted by /u/efofecks
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    artbooks?

    Posted: 25 Nov 2017 05:09 PM PST

    im curious if anyone made or knows any artbooks from pixel rpg games? its something i need for inspo as i will be making an art book for my game as a school assigment and the only artbooks i find are from AAA games :/

    submitted by /u/glithch
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    I wish there was a public standard filetype for sprite animation metadata / container

    Posted: 26 Nov 2017 05:05 AM PST

    Hi, in previous game companies I've worked in, there's often been an inhouse sprite metadata format, which will contain or reference sprite sheet(s), and have metadata describing the X-Y coordinates of each frame on the sheet, names of animations, which frames are used in each animation, length of time of each frame, etc.

    After some googling, there doesn't seem to be any common standard for this sort of thing?

    It would be nice to have something similar to epub, ie. a zip file containing all the sprite sheets, and an xml file describing the frames and animations etc.

    I'm surprised that no game companies have released their inhouse formats, and no game engines like Unity have created their own. Is it because the problem is at the borderline of "too simple", such that everyone just rolls up their sleeves and makes their own solution?

    submitted by /u/zeddyzed
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    Game Development Apps For Android or IOS

    Posted: 25 Nov 2017 09:06 PM PST

    This is just a random question i thaught of and I havent been able to get it off my mind. Are there game engines made for IOS or Android. I mean like a game engine you could download on the appstore or google play and use it to make a game. I dont know if this is even possible but I thaught if anyone would know it would be reddit. Thanks!

    submitted by /u/HighLow99
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    I want to let others play a game hosted on my pc remotely

    Posted: 26 Nov 2017 10:49 AM PST

    I want to allow my friends on discord to be able to play a game hosted on my pc. Vertual servers would be fine but how would i go about compileing an apk where they have accses to 1 program on my pc/a server. (Apolagese for my spelling/grammer)

    submitted by /u/DatBoiiScoobySnacks
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    Location tracking with augmented reality?

    Posted: 26 Nov 2017 05:48 AM PST

    Hey folks,

    I'm trying to get enemy tracking in unity working with augmented reality (previous post), but it turns out that GPS can't do this accurately yet.

    Since then I've been looking into trying to spoof this functionality using the accelerometer/gyroscope, but it seems like that just tracks pitch/yaw/roll (Which makes sense given the name).

    My question though is, is there anything else I can do to try to emulate what I'm trying to do with unity and augmented reality? I thought that maybe I could use the y position to track the user moving forward and backwards, but the accelerometer isn't capable of recognising this kind of movement. I'm running out of ideas and starting to think that this really just can't be done right now.

    So, any ideas?

    Thanks!

    submitted by /u/DefinitelyMarc
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    What is a fair revenue share system?

    Posted: 26 Nov 2017 10:37 AM PST

    I have a game that's mostly finished. By that, I mean I have a working build up on Steam that's in closed beta testing among Kickstarter backers. It's an RPG that right now has a test campaign that's a few hours long, but I would like to consider taking on partners to help me with cranking out some sprites and battle maps to fill out a 20+ hour campaign.

    I have 100% ownership of the project so far. I raised a small amount through Kickstarter about a year and a half ago and spent it all, and I quit my job to work on the game full-time for the last year.

    I think that if I were to offer revenue share, I would do it like this:

    • I own 1000 shares of my game.
    • For every $100 of work someone else contributes, I create one new share and give it to the contributor.
    • I keep working on the game full time, but do not accumulate additional shares.
    • When the game goes up for sale, we split revenue by share until I've paid each contributor $200 per share.

    I realize that as an indie dev it's pretty wishful thinking to assume that I can make enough money to pay that much. Under that system, I would have made $200,000 by the time everyone else has been paid $200/share. But I also want to pay myself fairly for my sweat equity so far. If you think I should not limit other contributors' earnings per share, then I think I should keep paying myself, perhaps 10-20 shares per week so long as I keep working on it full time.

    Do any of you have experience with successful revenue-share projects? Does this seem fair to you?

    submitted by /u/NathanielA
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    Free 3D Models – I've made a list of free game ready 3D models of decent quality. Enjoy this selection of free and useful 3D assets.

    Posted: 26 Nov 2017 10:03 AM PST

    Ideal language for a 2D game that has good performance & modding support

    Posted: 26 Nov 2017 09:45 AM PST

    What would be an ideal programming language for a 2D game that has good performance (multithreading, 64bit, etc) and can be built to provide modding support/API (IE: Modding capabilities/control like Skyrim, FO4, MineCraft, etc)? Is it the same for 3D?

    If it helps for a theme - it would be a Terraria/Starbound/Crea type of game.

    submitted by /u/MercDawg
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    would i get sued if i used the top two base sprites as a starting point for my character sprites?

    Posted: 25 Nov 2017 11:54 PM PST

    ive just started making my own pixel based narrative horror, and im having trouble with sprites. nothing but these ones i found a while back speak to me. i guess im not as artistic as some because i cannot think of an original shape. would i get sued if i used the nude sprites as a base body? i added a couple pixels for feet and thumbs though. thanks guys here it is https://imgur.com/a/VVAzb

    submitted by /u/Captain-fach
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    Soundtrack Sunday #217 - Mixing and Mastering

    Posted: 25 Nov 2017 10:37 PM PST

    Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves!

    Basic Guidelines:

    • Do not link to a page selling music. We are not your target audience.
    • Do not link to a page selling a game you're working on. We are not your target audience.
    • It is highly recommended that you use SoundCloud to host and share your music.

    As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate.

    If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome!


    Previous Soundtrack Sundays

    submitted by /u/Sexual_Lettuce
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    Questions as an artist about 2-D scrolling platform level dimensions etc.

    Posted: 25 Nov 2017 11:54 PM PST

    Hello! For a few years I've been thinking about making a 2-D scrolling platformer. Some titles that come to mind to give you an idea are the (S)NES marios, DKC, yoshi's Island, and other scrolling games like this. In addition I want to create vector style art, as seen in a lot of newer steam-like platforms. I plan on using Adobe PS to create the art. My questions are, How big do I need to make the levels? 1080x10000? Do I make each level in one project document? How big should the world map be? Do I make it double size first? Because of the different foreground/background layers etc, moving with the screen pan, I'm not sure where to start, and I don't want to invest time into anything unusable.

    ~ Thanks for your time. Also if you're curious about my art you can check here. zenaly.artstation.com

    edit: thanks. I have begun looking at Duality2-d because I would like to import painting like art

    submitted by /u/zenaly
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    Working on a 4D engine : what to use as a foundation ?

    Posted: 26 Nov 2017 07:09 AM PST

    So here's the deal : many many years ago, I saw screenshots of Miegakure, that very famous 4D puzzle-platforming game you probably all know about by now. The thing is, it never came out, not even a playable demo, except at big gaming events that I have no way to get to. As such, I decided a while ago that I had waited long enough and I decided to start working on my own mathematically accurate 4D rendering engine.

    Without going too deep, the point of it is that 4D objects live in 4D space, and the so-called 4D camera just cuts a 3D slice of the 4D space and of every 4D object in it, which is then passed to your regular run-of-the-mill 3D engine to display. Doesn't sound like anything too hard then.

    The big problem however comes from optimisation. In 3D engines, you expect your geometry to never change ever, allowing for a lot of cool stuff like GPU caching and the like, and is usually pretty vital for performance. However in a 4D engine, the thing that never changes is your 4D geometry, not the 3D geometry that results from the cutting (that in fact changes every frame). The more mathematically inclined will also think about spatial complexity, since in 4 dimensions you have "a lot more space" to put objects in (purposefully keeping it vague). Moreover, I don't want to go through the trouble of building an actual 3D engine, because a lot of existing engines do that a lot better, and I would probably waste all of my time and motivation working on 3D instead of 4D.

    As a demonstration, my very first demo uses Three.js and is basically a 4D enigma : http://mattias.refeyton.fr/PAF/slicing . The goal is to get to the other side of the wall where the green cube is, knowing that the wall is too high to jump over and that you can't go around it. You can use ZQSD to move (French keyboard, sorry), and A and E to look "ana" and "kata", which are the 4D equivalent of left and right. You'll excuse the roughness of the whole thing, as it was done in 5 days for a school project (it was the perfect opportunity). This has only been tested on Firefox and Chrome.

    Hence my question : what do I use as a foundation to work on this ? I'd like to use either C, C++ (for performance) or Haxe (for the multiple targets), if that gives any leads. Of course, doing it from scratch is a totally valid answer, as I would be able to include many 4D-only things (such as 4D lighting and other cool shit) that I'm having trouble seeing how I could implement them in an existing engine. Another thing to take in consideration is that there's probably going to be a 4D physics engine to come with it, and that I'm not sure how hard or easy making that work with an existing 3D engine would be.

    Also I'm killing two birds with one stone by asking if anybody would be interested by a stream of this. I'm planning to eventually stream my work on this, which would include math on blank paper, and heavily mathematically-inclined discussion, not just coding (relatively little coding in fact).

    submitted by /u/matrefeytontias
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    Depth in games — an in-depth look

    Posted: 26 Nov 2017 09:57 AM PST

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