I've made a modeling tool on Unity3D. Both Modeling and Prototyping within Unity are no problem. |
- I've made a modeling tool on Unity3D. Both Modeling and Prototyping within Unity are no problem.
- Getting Started with Godot 3 Beta and C#
- Officially throwing in the towel.
- My kickstarter got funded, this is what I made.
- What 2D animation program do you prefer?
- A database of palettes for pixelart
- How to make your App colorblind friendly (resources and experience sharing)
- How did you learn trig? Triangles, or unit circle?
- Ad Platform for PC Based Games?
- Screenshot Saturday #358 - Ultra Settings
- How much should I be worrying about performance?
- Which animal's features would you like to see in a god-like creature?
- Made a simple multiplayer game (guess the card)
- Castle Game Engine : Lots of engine improvements (from the last 2 weeks), mobile view3dscene in-progress
- What do you do when your game has a feature that people don't seem to notice/use?
- Unity Damage Blink Tutorial
- Copryright: the Monster Lurking in the Dark
- Android multitouch vertical issue
- Music : How to transition from Happy to Disturbing
- Handy Singleton class to be used in Unity
- 5 ways a website helps your indie game get press coverage
- do i need to get a license agreement with football players if i'll be making a football app?
- Summer internships - available companies
I've made a modeling tool on Unity3D. Both Modeling and Prototyping within Unity are no problem. Posted: 08 Dec 2017 10:22 PM PST |
Getting Started with Godot 3 Beta and C# Posted: 09 Dec 2017 08:04 AM PST |
Officially throwing in the towel. Posted: 08 Dec 2017 12:43 PM PST Edit: I had more replies than I expected while I slept. When the kid is napping this afternoon, I'll do my best to reply to everyone!! A little life story/rant. So, I've always made games. Back when I was really young in the late 80's-early 90's, I used to make shit little games to amuse myself on my Amstrad CPC464 in Basic. The last decade or so, I've played around with Game Maker, C# XNA, Unreal, Unity, CryEngine and so on and so on. I just loved creating. Even if it was something nobody else would ever see, it just felt right. Decided to grab a qualification or two in a related field and see where it could take me so I did a Digital Game Design and Development college course. Really enjoyed an animation module then decided I wanted to pursue animation withing Games. In the break between college ending and University beginning, I had a stroke (I was 28) I still managed to get a pretty good degree in Computer Animation, even though I have a few difficulties since the stroke. (But I'm definitely not anywhere near as fucked up as some people after an event like that) But, since the stroke, I haven't been able to even properly start a single project. I've tried and tried and tried over the last five years and have absolutely nothing to show for it. I think I've finally come to terms with the fact that the stroke has taken something from me. Something that was a part of my ability to create. I have short term memory issues and a few other cognitive problems now and yeah, it's not fair. But that's life. I've discovered I'm a pretty good dad, though. I'll always follow this subject, I'll always get excited about games and game development. About new technologies, and what people do with their time and the likes, but I'll just not be part of it. Keep on devving, you lot! Your stories, work and attitude towards what we live is fantastic! [link] [comments] |
My kickstarter got funded, this is what I made. Posted: 09 Dec 2017 06:05 AM PST It started for my personal gaming group, a collection of isometric sketches that I imported into roll20, the set continued to grow until It was taking over my day to day work hours and most of my free time. Everybody that used the set was super keen to see what it evolved into, so I began down the road of setting up my kickstarter campaign and looking at how to advertise to the incredibly niche market of "Digital tabletop dungeon masters". I feel incredibly lucky that a few of my close friends shared it around and we got in front of enough eyes that 264 people wanted me to finish the project. After a storm of tweeting /redditing /facebooking / twitch streaming I finally finished the core set. The market is still incredibly niche but it is growing every day. I hope you like the end result. The Epic Isometric core set + advanced set for digital tabletops. [link] [comments] |
What 2D animation program do you prefer? Posted: 09 Dec 2017 08:18 AM PST Hi there! I am Daniel, from Ayramen Studio, developers of Voodoo, a graphic adventure. We use Spine for the animations but we have seen there is an interesting free alternative, Dragon Bones. We will still use Spine anyway, we bought the license and we like its workflow pipeline, but we would like to know your opinion. What 2D animation program do you prefer? Have you tried Dragon Bones or another alternative to Spine? [link] [comments] |
A database of palettes for pixelart Posted: 08 Dec 2017 07:38 PM PST |
How to make your App colorblind friendly (resources and experience sharing) Posted: 09 Dec 2017 12:11 PM PST |
How did you learn trig? Triangles, or unit circle? Posted: 09 Dec 2017 09:57 AM PST When you were first exposed to the concept of trigonometry, how was it introduced? Did your teacher (or the tutorial/book/whatever) use right triangles, or did they use the concept of a unit circle, or something else? If you were exposed to multiple models (e.i. triangles in school, then the unit circle in university), which did you like better? Also, in what country was this, and (roughly) how long ago? I ask because I'm working on making some tutorials aimed mainly at game devs to teach the basics of computer graphics, and as part of them I'm including a refresher/crash-course in trig. I'm thinking of using a unit-circle (since I personally found it easier to grok), but if the vast majority of people have been exposed to triangles maybe that's the way to go. (Or I'm debating if I should include both and let the reader choose, but maybe that'd be stupid). Thanks! [link] [comments] |
Ad Platform for PC Based Games? Posted: 09 Dec 2017 11:00 AM PST This question seems to come up here and there, but I haven't been able to find a decent answer to it yet. I'm just looking for an ad platform that provides in game ads such as banners, small windowed or full screen videos, etc for PC based games. I am familiar with why some companies only support mobile and not PC, but there should be some options out there. I have seen that Vungle does provide support for PC games, but it only does full screen videos. Can you guys please recommend some other platforms that I could look in to or is there a way to get something like Unity Ads or Admob to work on PC? Thanks in advance. [link] [comments] |
Screenshot Saturday #358 - Ultra Settings Posted: 08 Dec 2017 08:45 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. Bonus question: What is a game you feel has gotten amazing support post-launch? [link] [comments] |
How much should I be worrying about performance? Posted: 09 Dec 2017 04:44 AM PST So I'm helping sombody make a game in unity. It's a 2D Tower defence game which has the potential to have tens of thousands of enemies and hundreds of thousands of projectiles. I'm not sure if I should try create my own engine simply because I like the idea of getting great performance, or I should just worry about getting the game out even if it doesn't perform that well. As a second question, could a tower defence game with many sprites get bottlenecked by rendering? I'm not quite sure of the resources that 2D rendering uses. [link] [comments] |
Which animal's features would you like to see in a god-like creature? Posted: 09 Dec 2017 11:56 AM PST |
Made a simple multiplayer game (guess the card) Posted: 09 Dec 2017 11:55 AM PST |
Posted: 09 Dec 2017 11:00 AM PST |
What do you do when your game has a feature that people don't seem to notice/use? Posted: 09 Dec 2017 05:08 AM PST Two days ago, my team and I tested our VR application with our target group and one major thing we noticed is that two small features that were aimed to provide the player some feedback went almost completely unnoticed. While discussing the results of the test with my team, they had decided to keep both features and try to improve them while I had proposed to remove both of them. I know this post might now be coming across as a "Please tell me I'm right and they're wrong", however I am generally curious what you guys would do in this sort of situation. I am quite fond of one of the feature and I invested a lot time implementing the other so I am super conflicted about this situation. P.S.: This is a student project and isn't really a big issue. Edit: My apologies for the vague situation, so I'll elaborate. It's quite a lot. Feature #1: In our game you can teleport. You press and hold down the button to display the arc and marker on the floor and you trigger the teleport when you release the button (simple stuff). When the teleport marker hovers over an area you cannot teleport to, the arc and the marker turn red. We thought it would be best if we also displayed the areas you can teleport to. So (and this is the feature) we made it that when you hold down the button, in addition to the teleport marker, a blue grid on the floor is also displayed. The purpose of this grid was to provide the player with more information on where they can(not) teleport. The problem was that when we asked the testers what about the teleport system and if they understood what the boundaries were, no one seemed to realize the grid being displayed or they simply didn't understand what it was for. However, they did understand what the boundaries of the teleport areas are because of the marker turning red. Feature #2: One of the main mechanic of our game is interacting with NPCs. We made a relatively simple dialogue system in VR where the NPC says something and the player can choose a response in order to continue the conversation. Now, the NPCs in the game have a voice, so when they say something it doesn't only appears in text. We then decided to test what would happen if we gave the player a voice (this is the feature). So for all the responses the player can make, we recorded an audio (male and female version) of it implemented that after the player chooses a response, the audio gets played. Out of the 14 testers we had, only 2 of them noticed that after they had chosen a response that the response was played out loud. The one was a avid gamer who thought it was okay and the other did not like the feature because she felt that it wasn't her so she didn't feel any connection to it. The other 12 could not believe there was a voice saying the responses they had chosen. [link] [comments] |
Posted: 09 Dec 2017 08:44 AM PST |
Copryright: the Monster Lurking in the Dark Posted: 09 Dec 2017 01:06 AM PST |
Android multitouch vertical issue Posted: 09 Dec 2017 02:18 AM PST I have two android phones (5.1 and 6.0, chinese brands, I think they are both mediatec chipsets). Here is the video of the behavior: https://www.youtube.com/watch?v=-K6DW32v0mQ When I use two-finger touch, when they are aligned vertically they merge into single touch. When they are aligned horizontally there is no problem. It seems that it can only detect multitouch in one direction. How is it called? Can it be fixed? In my game I want to have arrow pad in the bottom left corner for the movement and fire button in the bottom right corner for shooting but they don't work like that. It work fine in landscape mode or when I move fire button slightly up (so that they are no longer aligned). Does anyone had this issue? How did you solved it? [link] [comments] |
Music : How to transition from Happy to Disturbing Posted: 09 Dec 2017 01:52 AM PST So I'm making a trailer for my horror game and I want to show little school kids playing and chatting then suddenly when the viewer is about to guess that this is a kids game the screen starts glitching and weird things start happening. https://www.youtube.com/watch?v=9C_HReR_McQ Just watch from 2 minutes in and you will get what I mean. [link] [comments] |
Handy Singleton class to be used in Unity Posted: 09 Dec 2017 03:57 AM PST |
5 ways a website helps your indie game get press coverage Posted: 09 Dec 2017 10:44 AM PST |
do i need to get a license agreement with football players if i'll be making a football app? Posted: 09 Dec 2017 06:55 AM PST guys i wanted to know if i need to make a simple 2d/3d app where messi n neymar ronaldo's names are used in an app, do i need to get a license in place or i can use their names without any problems? [link] [comments] |
Summer internships - available companies Posted: 09 Dec 2017 06:09 AM PST Hello everyone! I've been searching for internships in order to build my curriculum. I would like to apply for an AAA or AA studio, because I want to experience what it's like to work under a big team. From my research, there are not that many companies that do it. I know about the Ubisoft Graduate Program (which is only for graduates, and I'll only be graduating in 2019), so I can't really apply for that one. Also, it's a 2 year program, not a summer internship. If anyone knows any studios that do summer internships, I would really appreciate the info. As I said, I've looked online, but can't find that much information. As a reference, I'm studying Software Engineering. PS: I apologize if this subreddit is not the most appropriate for this question. If so, please let me know. [link] [comments] |
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