New UV mapping tool: Boundary First Flattening (xpost in /r/computergraphics) |
- New UV mapping tool: Boundary First Flattening (xpost in /r/computergraphics)
- Any YouTube channels or other resources similar to the GDC YouTube channel?
- How do story-driven games (like Dishonored, Horizon Zero Dawn, etc.) keep track of game states?
- WIP Wednesday #80 - Not too late for last New Year's resolutions
- Do I need to add more top margins of Unity UI for iPhone X?
- Unity3D shaders - share your links/articles/books, please.
- How to get ideas?
- Which is easier to learn, 2D or 3D Game Design?
- Unity 3D - Free Asset - Advanced Rigidbody FirstPerson Controller
- Aura (development name Haze) Volumetric Lighting will be released in very very early 2018
- How to make 2D game alone
- Hi Guys! If you need a creepy countdown ticking sound for your games or one with a bomb explosion, I just created 4 different versions! Feel free to use them and Happy New Year!
- Nintendo Switch 64GB Game Cartridges Delayed Till 2019
- A free game development software that would allow me to make and sell good games?
- How to make a 2D top down water effect like this?
- I have an idea. I want to make it a reality. I need help.
- We just launched our first augmented reality horror game to the App Store! I wrote up a post about the challenges we faced along the way.
- Is college education worth it for becoming a game dev?
- What Game Monetization Model to Choose for Console/PC
- Pre-filled social share messages...
- 2D Platforming Character Logic with Slopes
New UV mapping tool: Boundary First Flattening (xpost in /r/computergraphics) Posted: 27 Dec 2017 05:04 AM PST Thought Redditors might be interested in a new (free) tool we've developed at Carnegie Mellon for UV unwrapping, called "Boundary First Flattening (BFF)": http://geometry.cs.cmu.edu/bff It implements a bunch of tools from recent research papers that go far beyond the standard angle-based/LSCM unwrapping available in most 3D packages. In fact, most of these features haven't been available in free/commercial software until now. E.g., maps with no texture seam across cuts, or "cone singularities" that make it easy to generate a low-distortion unwrapping. It's also faster than standard UV algorithms, making it especially useful for high-res meshes (we can edit ~1 million triangles interactively). It's free and open source (see link above for the GitHub repo), though since we're writing our own GUI code there's a fairly basic interface right now. It would not however be hard to add more standard features, like incorporating user-defined seams. Let us know what you think! [link] [comments] |
Any YouTube channels or other resources similar to the GDC YouTube channel? Posted: 26 Dec 2017 10:03 PM PST I really enjoy listening to the talks on the GDC YouTube channel while working on my project. I was wondering if there are any other similar channels or podcasts. I like to listen at work to get me motivated and to give me ideas for when I get to work on my project [link] [comments] |
How do story-driven games (like Dishonored, Horizon Zero Dawn, etc.) keep track of game states? Posted: 27 Dec 2017 06:43 AM PST |
WIP Wednesday #80 - Not too late for last New Year's resolutions Posted: 27 Dec 2017 10:03 AM PST What is WIP Wednesday? Share your work-in-progress (WIP) prototype, feature, art, model or work-in-progress game here and get early feedback from, and give early feedback to, other game developers. RULES
Remember to use #WIPWednesday on social media for additional feedback and exposure! Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] |
Do I need to add more top margins of Unity UI for iPhone X? Posted: 26 Dec 2017 11:07 PM PST I have a plan to port my Android game to iOS soon. Currently I have my UI setup stick to the top of the screen. I don't know if I have to add more top margins to the UI for moving it down from the notch. Honestly, I don't want to spend $1000 on iPhone X just to test the UI. Please let me know. Thank you. [link] [comments] |
Unity3D shaders - share your links/articles/books, please. Posted: 27 Dec 2017 09:52 AM PST I want to learn writing my own Unity3D shaders. I've read basic introduction from Unity site but I need more examples and tutorials. Would you please share links to YT videos or articles and other guides? Also where should I start? Thank you very much. [link] [comments] |
Posted: 27 Dec 2017 09:49 AM PST I'm going to make a sandbox survival game like minecraft but different and with a bit better graphics but, I have almost no ideas for monsters, items, etc because I have a small imagination. Do you know any ways to boost my imagination? [link] [comments] |
Which is easier to learn, 2D or 3D Game Design? Posted: 27 Dec 2017 09:25 AM PST So i have been going through some Unity tutorials, dreaming up my first game (and other larger ideas that will wait a long while) and i am having some difficulty figuring out where to start. I have ideas for both 2D and 3D, but trying to learn both is a bit overwhelming for starting out. I have a low artistic ability, learning programming, and i have confidence in my ability to write a story/dialogue. given that information, which do you think would be easier to start with? or at least more beneficial to start with given my abilities and where i am at as of a beginner stage? [link] [comments] |
Unity 3D - Free Asset - Advanced Rigidbody FirstPerson Controller Posted: 26 Dec 2017 11:24 PM PST |
Aura (development name Haze) Volumetric Lighting will be released in very very early 2018 Posted: 27 Dec 2017 11:18 AM PST |
Posted: 27 Dec 2017 05:17 AM PST Hey guys! My name is Natalia and it's actually my first experience in both blogging and gamedev. I have been asked so many times recently how I manage to make a game on my own. And yeah, as almost every person out of the loop I used to think that game developers were a bunch of nerds dwelling in a garage, coding, drawing, modelling and just spending their entire time doing these enjoyable things. Though it turned out to be different for me and I am gonna share my experience and impressions about creating my first game. It's a very simple 2D Scroller based on Unreal Engine 4 - about a cute alien and seasons of the year. I don't think it is gonna be a huge success, especially in case of playing it on computer but in my opinion it's quite good for a mobile kid game. Actually, I have never been a first-name basis with games, never been a true geek. Yeah, I definitely used to play Sims (as all girls did back then) and different sorts of strategy games like Heroes 3 but as I grew older, I kind of lost interest in gaming. Now I regret it because I feel that I lack knowledge and experience in making exciting gameplay. You wanna ask how and why I got in this process of making a game in the first place? It's simple – a friend of mine once asked me about my prospects of being an artist and offered to try digital art instead of traditional pen and oil. I fell for the idea and next day bought the most basic graphic tablet (One by Wacom) to give it a shot, recalled some Photoshop principles and here is the result (all textures have been made using this tablet): [short gallery]https://imgur.com/a/1YPYI The logic of the game is simple, school time knowledge of programming is enough for me to create algorithms. However, I sometimes need to take a lot of time surfing AnswerHub and diverse forums in order to find a way to implement a function. But overall I guess that Blueprints with its nodes is a miracle, compared to the old school system of an illegible wall of symbols. The most challenging part was to deal with data types and with framework as a whole, not to mention that I still see "Cast to" and GameMode in my nightmares. I have been inspired by classical console games of my childhood and marvelous Child of Light. Unfortunately, I am currently not able to paint using such a technique (they used watercolor but I am more about oil painting, so this type is not something that I can and like doing). I simply try to show the atmosphere of the season of the year and some grotesque perception and untouched nature in the eyes of a young alien creature. This is how kids see the world - they focus on detail and the rest looks to them as something enormous and chaotic. I also try to alter gameplay from level to level in order not to make it become dull for modern daredevils. For instance, spring flood is a completely dynamic level with a huge number of random elements. In winter a player has to cope somehow with sliding. So, guys, if you are interested in detail of how I manage to make my game – you are welcome to ask any questions! I will gladly share my experience and describe the techniques more specifically in newcoming posts. The next one is gonna be about tools for mobile gamedev. [link] [comments] |
Posted: 27 Dec 2017 10:52 AM PST |
Nintendo Switch 64GB Game Cartridges Delayed Till 2019 Posted: 27 Dec 2017 10:33 AM PST |
A free game development software that would allow me to make and sell good games? Posted: 27 Dec 2017 09:47 AM PST I'm looking for a software that I can use freely with no buying whatsoever, like buying licenses before I can publish games (Revenue share when selling games is fine though). Game Maker isn't free anymore so I have to look for another one. Complexity of the program and/or language doesn't really matter, I can start learning, as long as it can create an .exe file. I just wanna tell a story that can make people cry then, sell it for a buck or under Thanks in advance! [link] [comments] |
How to make a 2D top down water effect like this? Posted: 26 Dec 2017 08:38 PM PST Hey everyone! I've been struggling for a while and didn't think of any aproach on how to do this. I'd like to achieve the same water effect as this game: https://img.itch.zone/aW1hZ2UvODA0NDEvMzc5MzAxLmdpZg==/original/k3brZM.gif All i could find out was related to plataform or 3D games, which were complicated and also heavier than it needs to be... The idea i had was to use some noise algorithm to reproduce the effect, but had no clue on which one nor how to do so. I would love to have some insight if you guys could help me. Thanks in advance. EDIT: Added a gameplay to better show the desired effect https://m.youtube.com/watch?v=Cj3NxqCRakQ [link] [comments] |
I have an idea. I want to make it a reality. I need help. Posted: 27 Dec 2017 09:01 AM PST Since I was small I've been fascinated with games. I know exactly what I want to create, and in a short while I will have the tools to do so. I'm not going to go into great detail about my plans just yet (they're still growing) but it is an RPG. I've designed dozens of characters already, I know what my game might sound and play like. But I can only code in Python, and the technical barrier in front of me is huge and daunting. This isn't something that will stop me; I will do anything I set my mind to. I'll do whatever it takes to get myself out there. Where do I start? What do I need to do first? If you can relate to this situation and give me any advice at all, I will appreciate it. Thank you. [link] [comments] |
Posted: 27 Dec 2017 08:01 AM PST |
Is college education worth it for becoming a game dev? Posted: 26 Dec 2017 09:37 PM PST Hey everyone. I'm a lurker on this subreddit and this is my first post so bear with me. I'm currently a (21y/o) student at an affordable community college and I'm almost done my education. I'll be about 10k in debt after I'm done my Associates degree. Not a big deal. I've learned quite a bit about game design, programming, 3D modelling, etc. It was money well spent. The thing is I've been considering furthering my education. There is a college within commuting distant from me that has a very good game design program. I have no doubt that I will get a lot of quality education from this college. However, it will cost me roughly $44k PER YEAR to go. If I decide to get my bachelors degree there I will be sitting in an uncomfortable pile of debt. My question to you guys is, do you think college education is worth it? How much of game design can be self taught? Is my particular situation worth(or) not worth? [link] [comments] |
What Game Monetization Model to Choose for Console/PC Posted: 27 Dec 2017 04:21 AM PST |
Pre-filled social share messages... Posted: 26 Dec 2017 04:31 PM PST I've just implemented a social share button for my app with a pre-filled message: "I've got a high score of xx on the app (app name) - Can you beat me?" It's a bit of a bland message and not guaranteed to engage others. I'm going to try and incorporate a screenshot also, but what type of text message examples would be more engaging? [link] [comments] |
2D Platforming Character Logic with Slopes Posted: 26 Dec 2017 07:22 PM PST Suppose you have a character with basic collision detection. How would you go about adding movement to the character in such a way where curvy land isn't a problem? For me in Godot, I've given a ray to my Player that points to the ground. Then I move the Player along the perpendicular of the ground's normal. I also point the gravity towards the ground's normal (if the ray senses the ground, otherwise, it's just straight down). However, with gravity involved, if I jump up and fall onto a slope, my character still slides down a bit. Also, sometimes the ray is hitting flat ground (so gravity is directly downwards), but part of its collision capsule is on a slope, so the character slides down. It's close, but not perfect. Maybe it doesn't have to be perfect, but whenever I play indie platforming games (amateur or not), they seem to have it pretty perfected. I feel like I'm missing an obvious solution here. How do you handle slopes in 2D platformers to prevent weird behaviours? if you're familiar with Godot, how would you do it in there? [link] [comments] |
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