Valve has banned Steam Spy from accessing Steam API |
- Valve has banned Steam Spy from accessing Steam API
- Steam now reports platform-specific wish listing to game developers
- Discover Godot 3.0 - Open Source presentation
- Lessons Learned From Two Game Launches
- Is it worth paying app developers to create a mobile game?
- Starting to work on my game
- Dealing with Performance Issues
- Marketing tips
- 2D texture scaling and smooth, pixel-perfect movement?
- Is it possible to test newly added steam achievements without publishing them?
- Getting feedback on a VR game?
- Get started developing games with Godot
- Apple introduces a new pay-per-install ad product called Search Ads Basic
- Marketing and YouTubers: When PewDiePie featured my solo developed game.
- I created a website with tools for pixel artists, namely a list of over 100 downloadable palettes
- How do games like The Evil Within change the environment so dramatically on the fly, especially when moving through a level?
- About to release a free demo on itch.io for my game. Should I also have my Steam "coming soon" page ready?
- Game Localization: November 2017 Link Roundup
- How to generate multiple convex hulls to cover a concave mesh?
- Anyone know where I can find game specific artists to help me with promotional game art and a logo?
- Seeking sound effect resources for fighting type game with editing for games in mind.
- Graphics - softening a scene
- Question about the job
- Quick question: what's the name of the subreddit(s) where you can post that you are looking for a person or group of people to help out with projects?
Valve has banned Steam Spy from accessing Steam API Posted: 07 Dec 2017 06:35 AM PST |
Steam now reports platform-specific wish listing to game developers Posted: 07 Dec 2017 01:24 AM PST |
Discover Godot 3.0 - Open Source presentation Posted: 07 Dec 2017 10:00 AM PST |
Lessons Learned From Two Game Launches Posted: 07 Dec 2017 06:36 AM PST |
Is it worth paying app developers to create a mobile game? Posted: 07 Dec 2017 11:50 AM PST Say you had 200,000 Usd. How viable is it in investing in gaming app? Would you split the money for game development and marketing? Has the IOS and Android market been over saturated? Would it be wiser to invest in something else? I've always been interested in the gaming sector, just thinking what kind of options are available in investing in the gaming sector. [link] [comments] |
Posted: 07 Dec 2017 11:52 AM PST Hello everyone!! I have been lurking about on this sub for a few days and seeing everyone talk about their games and experiences has made me really want to make my game. I just wanted to say thanks for all the inspiration and keep up the good work. Also if anyone has any questions about my game just ask and I'll answer them. [link] [comments] |
Dealing with Performance Issues Posted: 07 Dec 2017 04:12 AM PST I've developed my game with pretty stupid tech, WebGL/Javascript and use NWjs as a wrapper. It is a fast action game, tons of bullets, enemies and explosions. It works fine on most Desktop Computers, but the Framerate drops to 30 or less on my Laptops. It's actually still playable, but mouse input gets laggy and thats not good. I've spent weeks if not months on optimizations, but I don't think there is much more I can do at this point. It's rather frustrating. I want to release the game on Steam, but I have no idea how to specify the System requirements. Maybe someone can give me some advice or has dealt with similar issues. [link] [comments] |
Posted: 07 Dec 2017 09:32 AM PST Let's say you have a great game that has been receiving a lot of positive feedback, but because of the lack of an audience your game is getting drowned within the many other games, so you want to push that game through to a larger audience, have you got any tips to provide about advertising such game? (In my case, a fast-paced hack-&-slash) Every suggestion is welcomed! [link] [comments] |
2D texture scaling and smooth, pixel-perfect movement? Posted: 07 Dec 2017 08:15 AM PST Hello! Quick question. For those of you who make pixel art for games - do you scale your art up when you export it for use in the game, or do you rely on scaling at runtime? [link] [comments] |
Is it possible to test newly added steam achievements without publishing them? Posted: 07 Dec 2017 06:53 AM PST I've my game released in EA mode and I've added more achievements. I tested these achievements with steam API disabled(using logs to see if they've unlocked at the right time), now I want to test them with steam API enabled. GetAchievementAndUnlockTime() failed for achievement 'NEW_ACHIEVEMENT_1_1' Obviously, steam API failed to fetch these achievements I newly added. [link] [comments] |
Getting feedback on a VR game? Posted: 07 Dec 2017 08:37 AM PST Hi gamedevs, I've recently been working on a VR game and I'm at the point where I'd like to get some people to play it in order to inform the direction of the game. However, I have no idea how to actually get anyone to play it. I've tried posting on /r/oculus and /r/oculusdev but was met with crickets both times. Does anyone have any tips for this? [link] [comments] |
Get started developing games with Godot Posted: 07 Dec 2017 10:11 AM PST |
Apple introduces a new pay-per-install ad product called Search Ads Basic Posted: 07 Dec 2017 02:49 AM PST |
Marketing and YouTubers: When PewDiePie featured my solo developed game. Posted: 06 Dec 2017 03:18 PM PST Last May I released a VR bar tending game called Flairtender to Steam early access. About a week later, I got a text from a friend that just said "dude, THE biggest youtuber just made a video about your game." and saw that PewDiePie had featured it in one of his videos, which was strange because I didn't even send him a key. I was pretty excited to see it but was staying realistic because I had read that a lot of people get decent YouTube coverage but it doesn't necessarily translate to sales. In the end that's basically what I found. The video is currently sitting at 3.1 million views, but the main spike from it just brought the sales up to nearly where it was on release day. Unfortunately I can't talk too much about exact amounts, but it definitely wasn't as explosive as one might think for 3 million views. Overall I'm pleased about how sales ended up in the long term and not trying to sound complain-y, just thought this was an interesting statistic for that point in time. I have been thinking about why this might be, and came up with a few ideas.
Anyway I just wanted to share this experience for those looking to hand out keys on YouTube. It's entirely possible that getting a YouTuber more closely related to your target audience could lead to a few more sales than this did. Either way, this is always a fun talking point for me to bring up at least! [link] [comments] |
I created a website with tools for pixel artists, namely a list of over 100 downloadable palettes Posted: 06 Dec 2017 01:11 PM PST |
Posted: 07 Dec 2017 04:37 AM PST Not sure if this is the right place. I am not a developer myself but am fascinated by all of the tricks devs put into games either to create immersive environments or to improve performance and reduce / hide loading gates. Question: The Evil Within 1 & 2 both have some really clever effects that I am trying to get my head around how a developer would implement them in a 3D space. For example, there is a scene near the beginning of TEW2 where there is a thin wall you can walk all around containing a door. When you open the door there is a whole corridor in there that the player is required to walk down, containing much more of the level. I know games have done this in the past but how is this done? It is almost like joining 2 3D spaces together without the player feeling any transition... Equally when the environment changes dramatically in a flashback / mental episode how is such a change possible so quickly without a loading gate? Are all those assets stored in memory somewhere ready to show the player when they trigger that particular scene? Appreciate any responses! Also any recommened YouTube channels that are similar to Extra Credits would be appreciated as I love this stuff! Thanks! [link] [comments] |
Posted: 07 Dec 2017 01:33 AM PST The free demo is ready to be released, and I'm wondering whether I should create a steam account and a game page so that the people that liked the demo can also add it to their wishlists. The problem is, I don't have a Steam developer account or anything of the sort yet (it's the first time I'm uploading a game to steam) I want to get this demo out ASAP, and I'm wondering if it takes a lot of time to get approved or something. I started signing up for the Steamworks Partner Program, but my game company is not registered yet. I was wondering if signing up as a "sole proprietorship" vs "game company LLC" would have an effect on my earnings, tax etc? Can this be changed later? So, my questions are: Will getting a new account approved take time, and therefore delay me from putting up a "coming soon" page? Should I register my company before doing this so as to avoid tax and earnings related complications? Thanks! [link] [comments] |
Game Localization: November 2017 Link Roundup Posted: 07 Dec 2017 11:39 AM PST |
How to generate multiple convex hulls to cover a concave mesh? Posted: 07 Dec 2017 05:15 AM PST I have run into the problem of concave shapes being hard to model physically. I'm currently using Bullet Physics and it does not support dynamic concave shapes at all. My plan is to take the 3D trimesh of the shape and then generate a number of convex hulls that when taken together as a composite shape approximate the form of the trimesh. The collision mesh cannot be built manually ahead of time because the 3D assets are user-created content. My initial idea would be to use the Kernighan–Lin partitioning algorithm to minimise cost recursively down to a limited depth (split it in two, split those parts in two etc). To get cost we test vectors between vertices, find the ones that go outside of the shape (so we know there is a concave section between the verts) and then assign a high cost of those being in the same partition. It's pretty inefficient though and certainly not optimal. Are there existing approaches to this problem? Any ideas? Thanks Edit Found a library to do it https://github.com/kmammou/v-hacd , still interested in thoughts on the issue though! [link] [comments] |
Anyone know where I can find game specific artists to help me with promotional game art and a logo? Posted: 07 Dec 2017 07:04 AM PST I'd like to get art made that looks hand drawn for my game to use on my twitter banner and other promotional outlets when the time comes. Anyone have any suggestions on specific artists or websites? [link] [comments] |
Seeking sound effect resources for fighting type game with editing for games in mind. Posted: 07 Dec 2017 05:26 AM PST I've seen links to free sounds here before, but often times sounds are very padded and not really "game ready" in terms of a very immediate, edited sound FX that can coincide with fast action stikes in games. Does anyone know a good sound effect bundle (doesn't have to be free) that has SFX to coincide with very twich action in action games? Often times attacks and strikes can happen in a fraction of a second and most all sound resources i've found are more film oriented, very safely packages with a long warmup to the punch of the effect. Other very solid generic sound packages that are suited to games for the same reason in regards to explosions, lasers, ui sounds, would be greatly appreciated. Thanks in advance! [link] [comments] |
Posted: 06 Dec 2017 11:02 PM PST I come from a filmmaking background. Shooting video on digital cameras. Always in post, I soften an image quite a bit, because digital is far too sharp for my eyes. That involves simulating a diffusion filter, adding grain, and balancing to bring shadows up a bit, blue shift them a bit, etc, etc. But the most important thing by far is simulating a diffusion filter. I am wondering if anyone has experimented with that in computer games? I am trying to get the effect in a UE4 demo with variable success. See: Xcom Declassified (2013) vs. Destiny 2 (2017) https://ksassets.timeincuk.net/wp/uploads/sites/54/2017/09/jWY5hpZEbyC4L9o3bUkYZR.jpg https://static.giantbomb.com/uploads/original/0/39/2483649-2kg_thebureauxd_cartersquad.jpg To my eye, the Declassified shot looks better. I think they did what I'm describing to get an "old camera" sort of look - soften the whole screen, diffuse highlights, bring up the black level, even added grain. Here's where I am, before & after: Ignoring the no post shot having gameplay widgets visible, what I'm doing is using cheap Circle DOF to gently blur the whole thing, have really light first order bloom to color the scene with whatever light is available (not really obvious here since it's static), then color balance. I guess I am wondering why other game developers don't do this? The nice soft wallpaper looks a lot better to me than the hard crisp texture does. The whole scene blends together better. The detail on the chair is washed out until you get close, sort of simulating how our eyes actually percieve stuff - ie, you really truly do a "close up" when you walk towards something (in a film you see SO much more detail in a close up, and not just because it's bigger, but because it's crisper) So am I crazy? Does this look bad? Are there other examples of games that do a similar thing so I can see for reference? [link] [comments] |
Posted: 07 Dec 2017 07:43 AM PST I asked a question on here before about whether or not i needed a degree to get a job as a 3d modeler/ character design artist and I took the feedback to heart, thank you. My next question is now that I have chosen to stay on school and get my degree is; does it matter if the school isn't a "big name" school? It's not a community college but it's still nothing special. How will that effect me? [link] [comments] |
Posted: 07 Dec 2017 07:20 AM PST Would like to know what that subreddit is called for a project I'd like to start. IIRC, it was just an acronym which stood for something similar to "I Need a Something" or "In Need of a...". Besides this particular one, and /r/gamedevclassifieds, do you happen to know of any other such subreddits where people can post their projects/proposals in order to look for collaborators? Or/also, can you recommend any similar websites? I'm mainly looking for gamedev-related ones for programming/softwaredev, art/media, and audio. Thanks very much for your time! [link] [comments] |
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