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    Sunday, December 10, 2017

    Found a couple of neat vids from a RIOT employee that breaks down some VFX in League of Legends.

    Found a couple of neat vids from a RIOT employee that breaks down some VFX in League of Legends.


    Found a couple of neat vids from a RIOT employee that breaks down some VFX in League of Legends.

    Posted: 10 Dec 2017 04:19 AM PST

    Hey Gamedevs, here is some free CC-BY music I made!

    Posted: 10 Dec 2017 06:00 AM PST

    I'm an independent music producer and release some of my tunes under CC-BY. The music is very energetic and beat driven, so if this is the direction you may need for your project I want to invite you to check it out here: https://soundcloud.com/creo/sets/creative-commons-cc-by

    As for creditation preferences, I prefer linking back to my catalogue on YouTube. I provided the soundcloud link before because I thought it is easier to browse through music there.

    Lastly, you can download the songs as a .zip file from my Dropbox.

    I'm here for any questions you might have, or you can DM me etc.

    Cheers!

    submitted by /u/hyperdemented
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    Real-time relational database for game data (non-multiplayer)?

    Posted: 10 Dec 2017 03:23 AM PST

    For a few years I've been using pure entity-component-system approaches for my games. It works wonderfully, but as my games get more complex, the data storage starts to resemble a relational database more and more.

    • At first, I just had contiguous arrays of components, associated with entities.
    • Then I needed the components to reference each other. Instead of using object references, they store ids of referenced entities. This makes serialization much easier.
    • Then I needed more complex queries. Sometimes I just need to find all entities with SpriteComponent and PositionComponent. In one game I had items that create pocket dimensions, and to find the "main" dimensions I needed a query like find all dimensions for which there is no item associated with that dimension. Of course this can be implemented in a more hacky way (e.g. by introducing isMain flag on dimension component), but I've been burned too many times by bugs that arise from such solutions (the data gets denormalized and there is no longer a single source of truth), and sometimes the logic is vastly more complex. An efficient SQL-like query would solve it easily.
    • Lately, I needed to ensure some checks for entities, which would be easily solved by such features as constraints and foreign keys.

    I hope the point is clear. Basically, I need a full-featured RDMBS for my game objects data, fast enough to be used in real-time and queried each frame. I'm not talking about multiplayer servers here, but about using it in single-player offline games.

    Obviously, most popular solutions like SQLite or PostgreSQL are meant for persistent storage and completely different use cases.

    I haven't yet heard of any libraries that actually keep an in-memory database and ensure access fast enough for performance-heavy games. Also, such library either needs its own DSL for querying instead of SQL, or should have a way of pre-compiling SQL queries, otherwise the parsing overhead will screw up the performance.

    Do such solutions exist?

    submitted by /u/smthamazing
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    A Pokémon Map Editor

    Posted: 09 Dec 2017 04:02 PM PST

    FES, a fantasy console inspired retro game framework, now available!

    Posted: 10 Dec 2017 11:27 AM PST

    Hello all!

    I've just released FES Retro Game Framework (v1.2). FES is a Unity Asset that turns Unity upside down into a retro dev environment, with code-only development and a classic gameloop design. It's inspired by fantasy consoles, and aims to provide a low friction API for blitting and blipping with pixel perfect rendering.

    The obvious question is "why make this on top of Unity if it's nothing like Unity?", well simply because Unity provides unparalleled cross-platform support, and extremely easy deployment. From my own personal experience managing multiple platforms and compilation tools is... not great. Other potential frameworks to build on top just don't have the same level of cross-platform support.

    Some FES features:

    • Pixel perfect rendering
    • RGB and Indexed color mode, with palette swapping support
    • Primitive shape rendering, lines, rectangles, ellipses, pixels
    • Multi-layered tilemaps with TMX file support
    • Offscreen rendering
    • Text rendering, with text alignment, overflow settings, and custom pixel font support
    • Clipping
    • Sound and Music APIs
    • Input handling
    • Wide pixel support (think Atari 2600)
    • Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more.

    Feature demo in screenshots: https://imgur.com/gallery/LFMAc

    You can see it in motion here (v1.0): https://www.youtube.com/watch?v=GcRDkDwdYpg

    FES ships with extensive examples and a very detailed documentation which can be found here: http://www.pixeltrollgames.com/fes/docs/index.html

    I'd love to hear your first impressions and opinions. Thank you for reading! I hope I've tickled your retro feels.

    submitted by /u/dafu
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    The dangers of using Pay Per Install solutions in mobile indie games

    Posted: 10 Dec 2017 05:51 AM PST

    Who can you trust when it comes to digital marketing in games? Especially with mobile games, things can be pretty muddy, which is why I wanted to share this recent story. I've spoken with a few other indies at recent festivals I attended, who said I should tell the story to a wider community.

    It all started when I joined a team to build a simple, clean, endless avoider game with a nice art style and a nice USP mechanic. We made the game over 6 months, and then polished it for 3 more months. Once it was done, we decided to market it. That's mistake number 1, as I would learn later - always market your game starting day 1.

    Still, we had to catch up, right? Get those players! Sustain the daily challenges so that you get retention!

    We kept getting emails and Skype contact requests which we mostly regarded as spam from different companies and individuals which offered to do Pay Per Install (PPI) campaigns for us - campaigns where we would pay a fixed sum for each game install.

    After being contacted multiple times, we decided to bite the bullet and go with one which looked good and buy 3000 installs for the low low cost of $250.

    There were a whole lot of negotiations I'm going to spare you of, with all the usual "offers" that you find in these campaigns, such as 20% off until you reply, after which they tell you that the campaign is over and you now have to pay full price.

    The day came when we paid, after which we had a look at Firebase, which started to count the installs. They were coming in hot! Amazing! So many new players for us! We will have a success on our hands, and it was really cheap! If it sounds too good to be true, then it probably is. When looking at Firebase analytics in more depth, we noticed an issue: none of these installs were making it past the Main Menu.

    We decided to go deeper, and had a look at the live location updates to see where these users were, and our fears were confirmed: There were 4 locations (3 in the US, 1 in China) which looked like server farms. None of these were real users. This is a live map from Firebase: https://i.imgur.com/8ZcKbbh.png

    When we confronted the PPI provider, they said that the terms of the contract mentioned that the installs would be on real devices, not real users. That was mistake #3, not reading the fine print properly.

    So there you have it. Start marketing when you start making the game Do proper research before spending any money on a cold call Read the fine print. If you have analytics integrated in your game, make sure you tie the payment to KPIs that you care about TL;DR: Spent $250 on 3000 device installs on 4 server farms instead of real user acquisition.

    Edit: We liaised with someone calling themselves Lisa and the PayPal account that they used was registered to a company called TouchMob , which has 4 Google Play apps (all in Chinese) or a Brazilian company whose only website redirects to a 404. Do your research, peeps.

    submitted by /u/wizrares
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    torn between resource-managing and roguelike gameplay for my space game, looking for advice

    Posted: 10 Dec 2017 07:04 AM PST

    So I have been working on a simple space game for mobile. I just want it to be simple, balanced and fun. My initial plan is to make a survival like game where in you control a large ship and build smaller fleets to protect it. Kinda like an FTL style but in real time. So as I progress, it slowly turning to become a resource managerial game in which you survey a planet, colonize it and manage resources to upgrade your ship and fleets in order to colonize another planet. However, I feel like its getting more complicated as I keep adding more features and slowly getting away from my initial plan and the outcome wouldn't be something I'm hoping for. Just wondering what should be the best approach for this?

    Also here's a simple gameplay of what I'm working now : Gameplay GIF

    submitted by /u/binong
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    Little brother wants to be a game developer. What can I get him that would help?

    Posted: 09 Dec 2017 04:02 PM PST

    Christmas is coming and we are thinking of getting a gift for my little brother. He is 14 years old and spends most of his time playing rocket league and Fortnite. He wants to be a game developer when he grows up. He doesn't know anything about coding... he just likes to play games right now. Is there anything out there that can help him get excited about making games?

    submitted by /u/concentrate7
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    Best practice when sending keys to influencers?

    Posted: 10 Dec 2017 11:34 AM PST

    Hello,

    I'm considering sending keys of my game out, but whats the best time to send keys to YouTube/Streamers.

    Should I send them a few weeks from launch, or would it be better to send them a few days from launch? I'm afraid that if I send them too early, viewers will forget about the game before launch, but If I send them too late, they wont have enough time to create/stream the game.

    Are there any specific ways to send keys to influencers other than Keymailer or emailing them one at a time. I'm currently using keymailer, but it only seems like low subscriber type channels are requesting keys.

    Thanks.

    submitted by /u/Crystal3lf
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    How to ease deciding artstyle?

    Posted: 10 Dec 2017 11:24 AM PST

    Well hello there gamedev. I am not going to make another post about "which artstyle should I choose for my game?". Instead of this, I want you to tell me what are your canons/criterias while choosing an artstyle and do you have some methods to make your decision easier. For example is there any websites, tutorials, posts or anything that can show me different kind or artstyles, give game examples about them, suggest that style for some kind of games, maybe rank them by their popularity, difficulty (to make), succes rate etc. It seem like I am asking too much thing but I think I am not. That kind of website would be really useful for beginner artists or those who are afraid of art part of making games (those were called programmers as I remember). I'd really appreciate if you could tell me if that kind of site or anything exists. If not here is a good idea for the ones who has experience at this topic.

    submitted by /u/klavyeadam
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    What to use for making a 2d platform fighting game?

    Posted: 10 Dec 2017 10:38 AM PST

    I have been thinking about making a 2d platform fighting game, as I am obsessed with games like Smash and Rivals. I was wondering if I would be better using just something like C#/C/C++/JS/Python or using an engine like Unity or GameMaker

    submitted by /u/Blooper711
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    Looking for casual games indie devs blogs as Eex FRVR creator?

    Posted: 09 Dec 2017 11:47 PM PST

    Hello i only now I ran into this great blog:

    http://blog.chrisbenjaminsen.com/

    which is full of info on how to start your own indie company full of revenue share and details on each expense he have .

    My question : Is there any more blogs like this one ?
    Thanks

    submitted by /u/umen
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    A Free Pixel Art Assets Pack for your Jumping Game project

    Posted: 09 Dec 2017 06:36 PM PST

    THE CLASH OF ANGRY CANDY KINGS - search optimized game titles

    Posted: 10 Dec 2017 09:16 AM PST

    What is your opinion about constructing your app name from well known key words used in popular games. For example using words: candy, clash, king, crush, puzzle etc.

    Does that really work? Does a game with a name like that get more downloads?

    How many games nowadays even have the confidence to have original name anymore? Which is more important on mobile market, having strong original brand name or ASO optimized name?

    I personally feel it makes the game feel like an cheap clone, which of course serves the game right because that's what they usually are :)

    What about having both, an original game name accompanied with hyphen and common words people search. For example: "game name - physics puzzler"

    I am asking because we released our game over a week ago and have got ZERO store hits outside our friends and family. So it is clear no one will find it unless they search for that particular name of our game.

    So I am thinking about adding some keywords to the app name, has anyone here done it and how did it work out?

    submitted by /u/PauliPotta
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    University Dissertation Questionnaire - 3D Environment Art/3D Art for Video Games

    Posted: 10 Dec 2017 08:40 AM PST

    Hello all!

    I'm currently in my third year on my 3D Animation & Games Development course, and I am in the process of doing some basic primary research for my dissertation project, which is to create a high quality 3D Environment for use in video games and potentially VR.

    I have a questionnaire (targeting other artists in the field), and I would really appreciate it if you took some time to have a look and fill it out:

    https://docs.google.com/forms/d/e/1FAIpQLScW12nFI8-fMlAUMNSQvOInxhnIfXpG91iRCm25TVlZufrvbQ/viewform?usp=sf_link

    Thank you in advance!

    Mike.

    submitted by /u/MPearson3
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    I thought I had burnout.

    Posted: 09 Dec 2017 03:53 PM PST

    After 3 weeks of what I thought was burnout, turns out I've ripped myself apart mentally because of how many games I've started and never finish. After doing it so many times I guess I've just convince myself that's I'll never finish a game besides simple pong clones/zelda so I just mentally shutdown everything that has to do with game development. I don't know if anyone else here has gone through this but if you have any advice to get through this shitty fucking mind set please let me know

    submitted by /u/CypherGames
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    Soundtrack Sunday #219 - Sound Check

    Posted: 09 Dec 2017 08:43 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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    What are the best sites to start a devblog?

    Posted: 09 Dec 2017 04:26 PM PST

    I have been working a Retro Cyberpunk Game and I want to start a devblog. I'm not sure what the best sites are or even the best way to gain publicity is but I'd be grateful if those reading this can share their thoughts/opinions on their preferred sites other than reddit.

    Thanks, here's a short clip of the game I am working on below

    Retro cyberpunk game

    submitted by /u/NasNakarus
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    Anyone been to Casual Connect/IndiePrize? How did you feel about the results? Worth it/not worth it?

    Posted: 09 Dec 2017 08:39 PM PST

    Hey guys, we're considering going to this event --

    Anyone ever been to this event before (in USA)? Two out-of-country plane tickets is a lot of $$, so we're seeing if anyone else had the experience of going before.

    Anyone have experience or a mini post mortem? We're really excited to go, we're just curious about expectations and experiences :)

    submitted by /u/xblade724
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    Creation of a Greek Environment

    Posted: 09 Dec 2017 03:52 PM PST

    Cuphead In UE4

    Posted: 09 Dec 2017 07:50 PM PST

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