Planet X2 for the Commodore 64, The Making Of. |
- Planet X2 for the Commodore 64, The Making Of.
- Asset Jesus produces 120+ fish! (public domain sprites, CC0)
- How to design an infinite game?
- Chiang Mai: GameDev Meetup, Thurs. Dec. 7th 6pm
- Tutorial On How To Make a Post-Process Sharpen Material Inside UE4
- Legendary Game Maker Peter Molyneux Talks Regrets and What's Next
- Creation phases at Unity. This was our first project: Randall Game, see the structure and the final result.
- Low-poly Lamp.
- Tycoon game. Using "ticks" to progress through time and logic?
- Unreal Engine editor seems to big/ugly hard to use to me, are there any ways to clean it up?
- An Asymmetrical VR game, what do you guys think?
- Nintendo Switch dev advice
- Should I put a game on Steam to learn
- Come hang around while I start a 4D engine from scratch (with years of prior research) and experiment with things and math for fun
- advice about playtesting damage formula
- Needing Feedback/Tips for Endless-Runner Game
- What you can learn from my first game release
- Camera Logic in a 2D Platformer
- Examples of Atmospheric Games (with minimal player interactions & enemies)?
- Any advice on how to begin?
- What is a fair royalty price to pay my artist?
- How does one go about to implementing machine learning into a game?
- Unreal vs. Unity: Best engine for industry experience?
- Adding multiplayer support to a mobile game
Planet X2 for the Commodore 64, The Making Of. Posted: 28 Nov 2017 04:13 AM PST |
Asset Jesus produces 120+ fish! (public domain sprites, CC0) Posted: 28 Nov 2017 10:27 AM PST Edit: Fish...related assets, not just fish. Hey everyone! This package used to be exclusive for people that bought one of the game assets bundles but now it's released to the public for free. Included are various types of fish (and dead ones), underwater tiles and corral. Got requests? Let me know! License: CC0 (public domain), completely free to use in personal, educational and commercial projects (no permission/credit required). Download includes license file.
Think what I do is pretty cool? Consider becoming a supporter, you'll get cool exclusives and instant access to our 2D sprite creation software! [link] [comments] |
How to design an infinite game? Posted: 28 Nov 2017 05:53 AM PST You probably have played an infinite game (most likely an idle) at least once. I want to discuss how to create an infinite game. My game: It has infinite levels; A level is a turn-based fight (1 player versus 1 enemy) with a lot of RPG elements (health, attack, critical, and so on). The higher the level, the stronger the enemy. My problem: How do I design player leveling and enemies getting stronger every level so that it is always challenging to fight them? Also, at some point I want the enemy to be so strong that the player must use a restart mechanic, like reborning. This should increase his power to get to even higher levels (compared to the last run). Another thingy. This is a luxury mechanic. I want that every 10 ish levels the enemies use a different fightning strategy (examples: going full damage or full defensive or hybrid). I really need some kick-off ideas, if you could help me. Thanks in advance! [link] [comments] |
Chiang Mai: GameDev Meetup, Thurs. Dec. 7th 6pm Posted: 28 Nov 2017 06:31 AM PST If you happen to be in Chiang Mai next week, a couple indiedevs are having an impromptu meetup: We'll be in the outdoor cafe area at WoW Cafe, 6pm Thursday December 7th. It's right next to Bangchak Gas Station (at 41/1 ถนนชลประทาน ตำบลสุเทพ). Here's what it looks like, and here's walking directions from Maya Mall. Just so we have an idea of how many people are coming, feel free to leave a comment below, DM me or send me a tweet. I'll be wearing a black shirt that says GDC. See you next week! [link] [comments] |
Tutorial On How To Make a Post-Process Sharpen Material Inside UE4 Posted: 27 Nov 2017 11:24 PM PST |
Legendary Game Maker Peter Molyneux Talks Regrets and What's Next Posted: 27 Nov 2017 11:41 PM PST |
Posted: 28 Nov 2017 07:20 AM PST |
Posted: 28 Nov 2017 10:12 AM PST |
Tycoon game. Using "ticks" to progress through time and logic? Posted: 28 Nov 2017 03:53 AM PST Hi all, I am making a tycoon game. I have a basic early part of my prototype up and am at the point where I'm about to start the real time aspect of the game. In other words, all the pre conditions have been selected, added to lists etc and I'm ready to start the actual real time aspect of the game where the money making (or losing) happens.. I've been reading a lot on the theory of tycoon games here and around the web and there's a general feeling that Tycoon games work on "ticks" to move through time. At each tick a whole range of functions are performed by each entity in the system. What do you think is the best way to achieve this (I'm using Godot, but it's ok, just a general concept is what I'm looking at). Should I be running a Thanks a tonne... [link] [comments] |
Unreal Engine editor seems to big/ugly hard to use to me, are there any ways to clean it up? Posted: 28 Nov 2017 09:01 AM PST I have tried for probably the third time now to install UE and play around with it, but I just have a hard time understanding why everything is so large! The icons are big and the UI itself takes up a lot of screen space, not to mention it's pretty ugly I find it somewhat hard to believe this is such an industry standard software when it feels to me not to be very cohesive like Unity is, for example. Is there a setting somewhere in UE to make the UI elements a bit smaller, like the icons, and the text. Everything is so large and I don't get why. (My screen is 1920x1080). Do game developers usually use extremely high resolutions so they needed larger fonts/icons? [link] [comments] |
An Asymmetrical VR game, what do you guys think? Posted: 28 Nov 2017 04:43 AM PST Hey guys! Me and my friend have started to develop a vr game for the past 2 months and really want some feedback on it. The idea is an asymmetrical vr game made for the vive where your friend sits at the computer screen and you are in the vr headset (or vice versa). While the friend defends himself against oncoming zombie hordes you will be spawning in all the zombies you can afford. We currently have a scenario where the friend is cornered in a tall house and you spawn zombies outside of the house and the friend will be able to use traps, towers and other machines to defend himself with. A sort of 2 player plants vs zombies game in VR where one attacks and one defends. Does this sound interesting to you guys and would you be interested in buying an asymmetrical game like this one? If you have a question dont be afraid to ask. We wont bite :) Thanks everyone! //Alex [link] [comments] |
Posted: 28 Nov 2017 08:22 AM PST Has anyone any advice on making games for the Nintendo switch? What was the publishing process like? What game engine did you use? What were your biggest challenges etc? I'm just starting dev on a POC for the Switch and would love to hear some dev stories Thanks! [link] [comments] |
Should I put a game on Steam to learn Posted: 28 Nov 2017 11:47 AM PST I am wanting to make a game with a couple of my friends and eventually put it on Steam. One of my partners is a group partner from a gamedev class we are taking in which we are making a small game for the final. My thought was that we could expand upon what we are currently making and put it on Steam as a way to learn how things work so that when we go to do our other project we would be more knowledgeable. To me a good way to learn is from experience and since we won't be putting much money at all into the game we are making for class, even with expanding it, we could put it on Steam and learn some about marketing and how the post release side of things work. Is this a good idea or should we just focus on our other main project? [link] [comments] |
Posted: 27 Nov 2017 01:41 PM PST |
advice about playtesting damage formula Posted: 28 Nov 2017 06:48 AM PST I'm currently tossing around a couple different damage formulas for an RPG that I'm working on and was hoping for advice on how to test it. I'm going to run numbers to see what happens over time (eg. pro: stat gains change the damage more, con: early equipment and enemies becomes obsolete) but I can't think of any way to playtest this without people playing for hours. I may just release two betas and see which people prefer. [link] [comments] |
Needing Feedback/Tips for Endless-Runner Game Posted: 28 Nov 2017 10:01 AM PST Would love some feedback for our new game, PickleRun. It's the first foray into the "endless runner" genre, so any best practices or tips from mobile game devs would be super helpful! Download here (iOS): http://appstore.com/picklerun [link] [comments] |
What you can learn from my first game release Posted: 28 Nov 2017 06:12 AM PST Yesterday I released my first game ever on Google Play – Sir Hopsalot It's a retro inspired endless runner with a knight that can do sick double jumps. I'm writing this so that if you're in the same boat I was, you can get some actionable advice to get your ideas to market.
I hope you got some value out of my post – I'm really proud of my game and I would love to hear your opinion. As an indie developer you're probably aware of how hard it is to get good feedback. I post more frequently on Twitter than Reddit, so if you're interested in my future projects follow me there! [link] [comments] |
Camera Logic in a 2D Platformer Posted: 27 Nov 2017 12:00 PM PST |
Examples of Atmospheric Games (with minimal player interactions & enemies)? Posted: 28 Nov 2017 05:50 AM PST I'm racking my brain trying to think of examples of games where atmosphere is the primary focus of the game (walking simulators excluded). I'm looking for examples of games with no/minimal puzzles and some interactions (along the lines of Pinstripe and Rime), no/minimal enemies (like Journey). Other than the aforementioned titles, I can only think of Flow/Flower from thatgamecompany. Any others you can think of? [link] [comments] |
Posted: 27 Nov 2017 09:40 PM PST |
What is a fair royalty price to pay my artist? Posted: 27 Nov 2017 10:17 PM PST Long story short, I'm developing a visual novel that only uses 2d assets. I got in contact with an artist and they have drawn me a bunch of wonderful sprites and 2d backgrounds. I paid $250 for this, which seems a small price for not only a lot of the artwork, but character designs as well. We have talked about possible royalties, and I think that would be fair seeing as the characters are the visual appeal of the game. It's called a visual novel for a reason. Of course I'm spending a tremendous amount of time writing the scenario, doing the programming, working with musicians, and will eventually have to do marketing and all the sorts of things that could pop up post-release. Needless to say I'm doing a lot of work and wouldn't think of something like a 50/50 split. Under this scenario what would you guys consider to be a fair price? We talked about different royalties if knock on wood the game gets popular to have merchandise. The artist also expressed that they would still have the rights to the design so they could put it on their portfolio. If it makes any difference this is the first game I'm making, with the intention of publishing it on steam for $4.99 or less. There is also a decent chance I'll release it for free to rev up for a sequel. It's not a dating sim or anything of the sort. This is also a project I'm very passionate about, and I hope it will help some people. [link] [comments] |
How does one go about to implementing machine learning into a game? Posted: 28 Nov 2017 12:35 PM PST Hi, I'm one of those starting data science nerds who spend excessive time playing vidya. I am starting to get deep into neural networks and machine learning with different models which I only did in R. I have projects in mind; machine would try to optimise pathing within a 2D plane with different terrains or a 2D mini-MOBA game which would hopefully form its own "game theory". My question is : How would I be able to "gamify" machine learning? Which are the best existing platforms for my concepts? Thank you for reading. [link] [comments] |
Unreal vs. Unity: Best engine for industry experience? Posted: 28 Nov 2017 11:30 AM PST I've recently graduated with a Bachelor's degree in Computer Science. During my education, I wrote a few games by hand and one in UE4. I also dabbled in Unity, but I'd now like to start doing indie development as a hobby so I can leverage some skills when I apply to some game dev companies. Any thoughts about what the industry is more tuned towards? It might be different for indie developers vs. AAA title developers, and I'd like to hear about any differences there as well. Thanks. [link] [comments] |
Adding multiplayer support to a mobile game Posted: 28 Nov 2017 11:27 AM PST Hi all, I have a CS background but very little experience in game dev, but I want to get into mobile game dev. I've been looking up resources and approaches to adding multiplayer support but haven't found much. All I know is that I'll need a server, but I'm not sure which tools or frameworks would make the development process the smoothest. Ideally I would want to achieve the functionality of Words with Friends essentially, where you can start an asynchronous game with your friends. What are some well documented tools/resources/tutorials to get there? Thanks! [link] [comments] |
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