Tutorials on shader writing in Unity! |
- Tutorials on shader writing in Unity!
- Remastering Alone in The Dark as an open source project
- Creating tower defense, should I put the damage in tower or bullet?
- The challenges of building a horror story in augmented reality
- How to launch a ten-year-in-the-making niche engine?
- I'm a small indie dev. I'm having trouble with amount of content I should be posting to my twitter. I don't want to spam, but I'm running out of relevant things to post.
- How to Keep Players in Their Flow Channel
- Recommend a 2D framework/engine to me please
- Free dungeon 2D asset. Part 1. Tiles.
- Started a game development log for a fighting game I'm working on!
- UNIGINE 2.6.1: Improved Multi-Channel Rendering, Runtime Grass Modification, Distributed Terrain Generation, Stabilization
- Need some pointer, how to script AI follow wide path?
- About pixel art style
- Soundtrack Sunday #222 - Out with a bang
- How do I get started using tilesets and spritesheets?
- New way to monetize the game is Rewarded Survey.
- Award Maker - generate responsive award laurel layouts for your award winning games!
- What is the best software to make a text based video game that displays videos and images according to the answers.
- How are you able to make a game in Unity in one language and have it port to platforms that don't use that language?
- Question for established devs
Tutorials on shader writing in Unity! Posted: 30 Dec 2017 07:46 PM PST |
Remastering Alone in The Dark as an open source project Posted: 31 Dec 2017 02:27 AM PST I recently found this project which is a re-implementation of the original engine, but it's unfortunately dead. However all the original data parsing is there to be used. If you are interested you are welcome to contribute. [link] [comments] |
Creating tower defense, should I put the damage in tower or bullet? Posted: 31 Dec 2017 06:59 AM PST So I have two classes, Should I put the damage in the Edit: I'm using godot, and my classes are actually scenes [link] [comments] |
The challenges of building a horror story in augmented reality Posted: 31 Dec 2017 06:25 AM PST |
How to launch a ten-year-in-the-making niche engine? Posted: 31 Dec 2017 08:11 AM PST There are a lot of posts here from developers asking for advice on how to maintain enthusiasm for projects instead of chasing the next shiny idea. I seem to suffer from the opposite problem, whereby I've spent the majority of my free time over the last decade working on a single project - an engine and suite of tools for a very specific genre of game. I won't link to it here, as I'm genuinely not looking to publicise it at the moment, but lets just say it's for a genre, perhaps the only genre, that is regularly referred to as 'dead', hence why I consider my engine to be niche. I started in 2008 around the birth of my daughter as an excuse to learn C#. After several changes of direction, the engine is nearing a level of maturity where I'm hoping to release it into the wild sometime in 2018. However I'm unsure of the best approach in terms of licensing and pricing given I don't expect to attract a huge number of users. In an ideal world I'd love for this to be my full time job but I need to be realistic about the potential for return on the time investment I've made. At the least it would be great to be able to point to something tangible, like a paid off credit card or a deposit on a car, to help justify the late evenings spent hunched over a computer instead of with my long-suffering wife. That said, it's also true that I've already reaped some benefits. Two job interviews (for non-game industry positions) have been successful in part from demoing my work. Likewise it has exposed me to a wide range of disciplines - cross-platform desktop development, console development, mobile apps, static documentation websites etc. - some of which have been useful in my current day job. If I am to monetise the engine, it seems I have the following options: 1) Charge a small up-front license fee e.g. GameMaker Studio
2) Charge fixed license fee only for released commercial products
3) Revenue Share
4) Open Source everything, receive individual commissions to make improvements
5) Don't release tools and engines yet - instead work on porting existing games to new platforms
6) Patreon or other subscription-based crowdfunding
7) Kickstarter/Indiegogo or other goal-based crowdfunding
My questions are:
Thanks for reading! Dan [link] [comments] |
Posted: 31 Dec 2017 07:52 AM PST When I first started making my game (Mario bros styled platformer for iOS) I read that the earlier you market your game the better. Makes sense to me because you can have the greatest game in the world but if no one knows you launched then who cares? Anyways I started a twitter and started posting relevant tidbits about headway I made in the dev process. Engine tweaks, art tweaks, level tweaks, etc. They would get a few likes here and there but nothing big. At this point the engine and art is basically done. What can I do to stay relevant in my posts without being spammy? I have a family and full time job so I can only work on my game an hour sometimes. Progress is solid but slow going. If anyone would be willing to go to my twitter and look at a few of my posts, maybe you could tell me what I need to improve. Thanks for any criticism or advice! [link] [comments] |
How to Keep Players in Their Flow Channel Posted: 31 Dec 2017 02:17 AM PST |
Recommend a 2D framework/engine to me please Posted: 31 Dec 2017 09:45 AM PST I've created apps in the past using React Native and websites using PHP, Javascript etc and now I want to start creating 2D games. I'm not the greatest programmer ever (Java and C++ would scare me away). But I do like working with code - it just feels more comfortable and you have more control which is why I never used something like Dreamweaver for making websites for example, I'd always rather use text editors. So to that end I'm attracted to Gamemaker Studio and it's simple GML and I found that I can open the code up in sublime text which is good but I don't like that to see your progress you have to run the game each time and it's quite slow to open. I'm used to live updates with like you get with React Native and obviously with web design too. Are there any engines where the coding language is not too difficult and you can see live updates to the game as you go? Also it would be good if there were tutorials whether video or text based available for the engine too. Even though the market currently seems overloaded with game engines I'm entirely prepared for the fact that perhaps what I desire does not yet exist! Thanks in advance anyway. EDIT: I plan to write games for mobile, particularly iOS but possibly also desktop (PC/Mac). EDIT: Oh and I use a Mac for development, not a pc. [link] [comments] |
Free dungeon 2D asset. Part 1. Tiles. Posted: 30 Dec 2017 12:48 PM PST Hey there! Here is a first part of big graphic assets for game prototypesPart 1. Tiles previewcontains: tons of tiles, floors, objects and animations in high resolution (at 288dpi). under CC4.0 license: Public domain, remix, transform, and build upon the material for any purpose, even commercially. (no credit required but appreciated). My previous assets: https://www.reddit.com/r/gamedev/comments/7abnee/free_2d_graphics/ p.s. units, UI and FX in next parts. p.p.s. graphics from unreleased turn based game (the game was canceled and assets are absolutly free now) Happy new year! [link] [comments] |
Started a game development log for a fighting game I'm working on! Posted: 30 Dec 2017 09:54 PM PST |
Posted: 31 Dec 2017 11:22 AM PST |
Need some pointer, how to script AI follow wide path? Posted: 31 Dec 2017 06:24 AM PST Currently I manage to script a point to point AI movement, basically upon reaching one waypoint, it calculates the vector to the next waypoint and moves towards it until reaching min distance and so on. My problem is it generates a very regular result, what I want it to do is moving along a wider path, so within that path the AI will keep moving but not as a point to point, rather like swimming in a river kind of movement. [link] [comments] |
Posted: 31 Dec 2017 05:27 AM PST Hello, fellow amateur (or not) devs. So, I have been working on a game for a little over an year now. It a horror game, for reference. Level design and programming is going well nicely, as well as story/character development; As for music, it will be composed by someone else, so let's leave that aside. The thing is, I am still using place holder assets and that is starting to bother me, so I am planning to start 2018 by working on pixel art; Now, I never did pixel art in my life, so I am a total noob. I am, on the other hand, taking drawing classes so I can work on the art for my game (and also because I always wanted to learn how to draw), and I assume knowledge on drawing you will help me with pixel art, too. My question is, I was hoping for a pixel art style similar to Shovel Knight. Do you guys and girls think it is too ambitious for a first timer? It just looks so good. It appeals to my retro fetish while simultaneously looking relatively modern and more importantly, it fits perfectly with my project. What do you say? An alternative that seems considerably easier is a pixel art style like in Risk of Rain, which I find beautiful; Is it really easier, though? It is definitely simpler, but that doesn't necessarily mean easier. I think, perhaps, because of the pixel limitations, it is actually harder? I just want the feedback of people more experienced than I. I am definitely open to suggestions on alternative pixel art styles, but I am adamant on using pixel art as opposed to vector art or other alternatives. Thank you. A lovely 2018 to you all. [link] [comments] |
Soundtrack Sunday #222 - Out with a bang Posted: 30 Dec 2017 08:06 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:
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! [link] [comments] |
How do I get started using tilesets and spritesheets? Posted: 30 Dec 2017 09:51 PM PST Hi, I've just started using Phaser to develop games using JS. One thing that I'm REALLY confused about is the usage of tilesets and spritesheets. I have Tiled and TexturePacker installed and I do use them, but a lot of times the PNG's are really confusing. For example, how would I go about using this spritesheet: https://opengameart.org/content/xeon-ultimate-smash-friends? The tiles are all separated and different, plus I'll have to make the background transparent. I've only seen tutorials on sheets that are very basic, just a single row or grid with no padding. Then there are the tilesets. I've been able to use some of them, like this: https://opengameart.org/content/a-platformer-in-the-forest. The tiles are nicely arranged and once I load them in Tiled they are cut into perfect tiles straight away. But some of them are weirdly arranged and I can't seem to get the individual tiles separated, like this: https://opengameart.org/content/generic-platformer-tiles Can someone guide me on how to use these things? [link] [comments] |
New way to monetize the game is Rewarded Survey. Posted: 31 Dec 2017 04:58 AM PST I have a text based game and I've found new way to monetize the game and it is Rewarded Survey. But dont know anything about it and how to integrating rewarded surveys into my game. Is there anyone who use it? [link] [comments] |
Award Maker - generate responsive award laurel layouts for your award winning games! Posted: 30 Dec 2017 05:36 PM PST |
Posted: 30 Dec 2017 06:21 PM PST I've been trying to build a game on unity but it is really hard, and im terrible at coding. Im looking for something more simple. I trying to build an adventure game based on text where images and videos are displayed according to the answer that the user chooses. [link] [comments] |
Posted: 30 Dec 2017 11:07 PM PST For example, If I were to make a game in C#, how would Unity be able to port it to IOS and Android devices? IOS uses Swift, and Android uses Java. Am I mistaken about how this works? Is this more a case where you have to manually adjust code for each platform or is most of the work done for you? [link] [comments] |
Posted: 30 Dec 2017 03:52 PM PST I've always wondered why the game development community is so guarded. I've noticed any attempt to reach out to established devs in my area has always been met with either the straight cold shoulder or very short worded sentences that show they are very obviously not interested in helping anyone else. So I'm wondering. Why is the community so guarded? Is it the people I'm talking to? Or is it universal that almost everyone in this community doesn't really feel like helping anyone else out? I've contacted with interest in entry level QA positions or coding positions, artist positions, sound positions etc and almost all of them are met with either no reply or short worded "nope" replies. It's really weird. Has anyone else experienced this when they first started down this path? Or are they still experiencing it even though their career is moving? Or do I just suck ass? [link] [comments] |
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