Arin of Game Grumps talks about his canceled puzzle game, Puzzmosis. |
- Arin of Game Grumps talks about his canceled puzzle game, Puzzmosis.
- How do you decide on which project to pursue?
- Quick Question: Do you have to prompt your user asking them for permission to collect user analytical data on Apple?
- Just found an old demo for an abandoned personal project and almost choked up seeing how cool it could have been.
- Getting Started with Unreal Multiplayer in C++
- Does it make sense to use graph theory to decide valid moves?
- Is it worth adding a Steam online hi-score table?
- High performance networking with a ‘web’ of peer-peer connections
- Isometric grid (game), mouse cursor coordinates.
- One man gamedev?
- Free Low Poly Gym Pack! (New Years Resolution) ENJOY and Happy New Year Everyone!
- Starting a 2D RPG - Where to start
- 2018 Tips Putting Game(s) on Steam?
- Does anybody know the Steam review algorithm thresholds?
- What math should I learn?
- Help with a C# Dedicated Server
- Feedback Friday #270 - Breakthrough Gameplay
- Jinx scripting language - release 0.15.0 (alpha)
- How do game developers make their game look cartoonish / arcady (like Fortnite, H1Z1, Crackdown 3 etc)
- Just a thought
- So I've started my game development journey but concerns are rising that I'm missing the fundementals to do it.
Arin of Game Grumps talks about his canceled puzzle game, Puzzmosis. Posted: 04 Jan 2018 11:54 PM PST |
How do you decide on which project to pursue? Posted: 05 Jan 2018 03:46 AM PST I've recently got into game development, learning c# using the unity engine. Like all aspiring developers, I have a bunch of game ideas. I have written GDDs for 4 of these ideas and would say that they are planned out pretty comprehensively. The idea genres are; - A side-scrolling platformer - A Roguelike dungeon crawler - A strategic, turn based RPG with procedurally generated maps - A city builder. All of these game ideas have unique mechanics built into them that I believe would give them a niche in the indie marketplace. I'm at the stage of where I'm bored of following tutorials that teach me how to copy games that already exist and want to get stuck into developing my own game (a challenge...but I'm a drop me in the deep end kind of learner). My question is, how do you decide which game idea to pursue first? My wife has let me quit my job to follow this dream so I can spend a lot of time on whichever one I choose but the choice has me stalled as I like all 4 of the ideas. [link] [comments] |
Posted: 05 Jan 2018 06:26 AM PST Or can I have analytics on by default? I have seen conflicting information online. All information collected would only be used and shared with Google Analytics with the purpose of improving user experience or software/hardware performance connect to the app's functionality. (EDIT) Some extra information I have received:
I think I will prompt my users anyways because it's the right thing to do. AND later this year EU is enforcing some strict privacy laws that could land you in some legal trouble if you don't disclose or give them an option to opt out. Anyone have any other thoughts to add? [link] [comments] |
Posted: 04 Jan 2018 12:06 PM PST A few years ago I started personally developing a game idea I'd had called Jump Flip Walk. The game was about a Mario-like platform character and a Zelda-like RPG character got thrown into the same game. It was actually a pretty cool gameplay mechanic - you got to play the same level as a platformer, but you could switch instantly to the RPG view and suddenly the floor and ceiling became walls and the background became the floor. Anyway, I kicked the development into high gear for a while and had a friend helping me program it in Stencyl. We made a pretty solid demo showing off the basic mechanics and story. And today, years later, I dug up the demo and played it and... I can barely put into words how proud and impressed I am of the work we did. And how sad I am that I let the project disappear. Jesus. I've been developing personal projects for a while now and this is only one of the few I've "lost". By lost I mean, without a budget or deadline your game (or more generally, any project you take on) is only alive as long as you have the time, focus and energy to work on it. Every day you don't work on it you become more distant from it and it becomes that much harder to convince yourself to sit down and work on it. Then you let weeks go by and you sit down and forget where you were before. Then you let months go by, then years, then one day you dig up the project that time forgot and decide to start working on it again but find that you've completely forgotten what you were doing and most of the necessary files got lost somehow. All that work, all those hours you put in, now rendered useless. Playing the demo I saw everything that it could have been. I also saw my mistakes, having been a younger and less experiences game designer, and I'm grateful I've learned so much more since. There were big issues with difficulty scaling - the first few levels were straightforward and easy except for a few obstacles that were suddenly brain-bustingly finger-crampingly hard. So if you'd like to play the demo it's available here (you'll need Flash) but I'd highly recommend you just watch my own playthrough of it here. And let this be a wake-up call for any of you that have a project you haven't worked on in a few days. Sit down, right now, and get to work. Every single day you don't work on it, it fades away a little. I have a new game I'm working now that I'm beyond proud of and I guarantee as soon as I'm done writing this I'll be working on it harder than ever. Love you guys, thanks for reading. edit: fixed links Edit 2: Thank you all so much for the feedback and discussion! It's honestly been raising my spirits quite a bit. A few of you have asked about the project I'm working on now. If you don't mind (and mods, please reach out if this is against any rules) I'd like to share the subreddit for my new game. I only made the subreddit this morning because you guys have shown me an awful lot of love in the last few hours. The new game is called THANK YOU FOR SHOPPING and can be found at /r/ThankYouForShopping. Again, thanks everyone! [link] [comments] |
Getting Started with Unreal Multiplayer in C++ Posted: 05 Jan 2018 09:09 AM PST |
Does it make sense to use graph theory to decide valid moves? Posted: 05 Jan 2018 08:21 AM PST Hello, I am learning about graphs, and saw how one could use it for a skill tree for instance. It gave me the idea that maybe one can use graphs to decide which options the player has in a state? I'm struggling to visualize an implementation of what it would be like, but maybe some of you will recognize it as something one could use or not. My friend is making a board game that I would like to make into a webgame in the future. In this game each player takes a turn. In order to calculate valid moves, based on the rules of the game, I was thinking maybe I could implement some sort of flow diagram, but instead of using many conditionals, maybe a directed graph could be of some help? Let's say it's a racing game. I want to do a overtake, but the rule is I have to be on the square behind the car in front of me. Another rule says I need to roll a 5 or higher on the dice. Maybe there are many more rules. This graph would somehow tell me if I could overtake or not based on my current state. Using this graph, the game would calculate all valid moves and list them for me. Maybe this is a silly use of it, but I am curious to hear with you guys. I tried to google it, but that only gave me results on pathfinding. Maybe I'm onto something, hehe. Probably not :P PS: I would'nt mind learning more about how one can use graphs in games. Could you use it as a way to store items, or quests or other things? [link] [comments] |
Is it worth adding a Steam online hi-score table? Posted: 05 Jan 2018 03:53 AM PST The current game I'm working on has high-scores which saves your best scores to a table. I know it's possible to do online high-scores on Steam, but is this worth it at all? I've seen Spelunky has this but apparently the best scores are all hacked, so is it worth bothering with or is hacking the game generally very hard to do? I'm making my game in GameMaker Studio if that helps. [link] [comments] |
High performance networking with a ‘web’ of peer-peer connections Posted: 05 Jan 2018 06:44 AM PST |
Isometric grid (game), mouse cursor coordinates. Posted: 05 Jan 2018 03:54 AM PST Hello people! I'm currently trying to make a game using Visual studio C++ and SDL2. I have managed so far to render an isometric grid and a mouse cursor that is supposed to highlight in yellow the tile being hovered over.
What I'm trying to achieve is make the mouse cursor stick to one tile until the mouse is over an adjacent tile, then it would move to that tile.
Here is the mouse cursor is yellow: https://imgur.com/DLC4tXm Note that the screenshot didn't capture it, but my mouse is at the very center of the yellow "square".
The problem I'm having is that I have no idea how to deal with the coordinates in order to render the cursor over the correct tiles. Let me try and explain what I mean: https://imgur.com/cVMElEp
I am rendering 6464 pixel textures with tiles on the lower 6432 pixels. The only thing being rendered is the grey part outlined in black.
I want to detect when my mouse hovers the blue areas 1,2,3 and 4 and when it does the mouse cursor would then be rendered on the adjacent tile, in the appropriate direction.
I thought of doing something like this:
if (mouse.x and mouse.y are withing area 1) render cursor on adjacent tile towards 1 if (mouse.x and mouse.y are within area 2) render cursor on adjacent tile towards 2 etc... else if (mouse is in grey area) do nothing So far what I've tried is doing this:
int restX, restY; restX = mouse.x % 64; restY = mouse.y % 32;
So that Whichever tile I'm dealing with I'm only dealing with 64*32 pixels, allowing me to check every tile of the grid with the same piece of code. However can't figure out how to detect the coordinates in the 4 corners.
I would very much appreciate any suggestion or advice!
Thanks in advance, Have a good morning/day/evening! [link] [comments] |
Posted: 05 Jan 2018 03:24 AM PST Hello.I had this question in my mind for a long time.Say you love gamedev,have ideas on your own,learnt some modelling and texturing,animating etc. but you can't find any teammates.How can you keep up with game making?Let me clarify:You are responsible for making all above like complex models,animations and also programming but then you don't have enough time nor resources for all.Would you focus one thing that you are good of and plan your game around it(for example planning you game around programming only with no real art) or find teammates for work that you can't really do or try to get good at all above modelling,animating programming etc.?Thank you. [link] [comments] |
Free Low Poly Gym Pack! (New Years Resolution) ENJOY and Happy New Year Everyone! Posted: 04 Jan 2018 09:10 PM PST Hey guys! Posted pack on my Twitter aswell, make sure to follow and share if viewing or downloading the models. Hope you like them and use them in anything! (If you use them send screenshots! I could use them to show on my twitter and share to other people your work) If you want specific models for your game I have a Patreon!, If you want exclusive models and for me to help with one of your projects, you could always check it out and support me, but everyone can support in there own way, retweeting and sharing my post will also help support me. Low Poly Gym Pack Pack Includes:
Previous Packs: Low Poly Medieval Building Pack All the models have 2 folders inside - Blend Folder for if you want to edit the model + FBX folder if you want to drag and drop it into Unity. Also added the Unity package importer, you can just double click it and choose what you need to import. License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated). If you have any questions or problems tell me! I'll gladly help as soon as i can. If you want you can follow me on Twitter. Thanks a lot! And hope you guys like my pack I released, if anyone has any other packs that they want released, please post it here or give me a private message on Twitter, ill be happy to help. [link] [comments] |
Starting a 2D RPG - Where to start Posted: 05 Jan 2018 11:23 AM PST I'm trying to create a 2D RPG but don't know exactly where to start and what videos to watch. I have some programming experience, as my major in college is computer science, but no game development experience. One thing I want to incorporate in the game is keeping a "database" of my players actions and past conversations with NPCs, and I can access that database to entail different events for my player . I've been thinking of starting this game in GameMaker V2 so If anyone can point me to a good youTube series or website that'd be awesome. [link] [comments] |
2018 Tips Putting Game(s) on Steam? Posted: 05 Jan 2018 10:08 AM PST I have a few questions about apply for steam early access
[link] [comments] |
Does anybody know the Steam review algorithm thresholds? Posted: 05 Jan 2018 02:20 AM PST I've heard that once your game reaches 50 non-key reviews that it starts getting promoted in the algorithms much more than a game with 49 reviews (assuming both have the same positive review ratio). Does anybody know if there are other thresholds at play? Such as is 25 non-key reviews a lot better than 24, 75 a lot better than 74, etc? Do key reviews even count for anything any more? [link] [comments] |
Posted: 05 Jan 2018 07:50 AM PST I'm not 100% sure if this is the proper subreddit to ask, but I figured it falls under game development so why not? Some background on me is, I never really paid full attention in school, had a really difficult time focusing ect. As far as I'm concerned I know arithmetic, and some things I've picked up from programming, but to tell you which category of math they fall under would have me hard pressed for the correct answer. I've quite recently more or less won a lottery in game development(at least in my eyes) and it's something I want to turn into a future career, however I'd like to be able to do it properly. Using just arithmetic can only get you so far in game development or so I've been told. P.S: To keep my aliases separate and to reduce people trying to find me I wont be giving away which game it is. [link] [comments] |
Help with a C# Dedicated Server Posted: 05 Jan 2018 10:55 AM PST Hello there ! So I decided to avoid using UNET to make my networked game on Unity. Instead, I'm trying to make my own C# dedicated server. I need a server which enable players to create rooms. In each room, a finite number of player can join. When a certain amount of player is reached, each player have to state that he is ready then the game starts. The game is slow paced, a kind of puzzle game with cooperation. I basically need to know object states, where each player is and want to go. Oh, and it's a mobile game. I'm not confortable with Network Architecture but I want to create one before everything to be sure that I'm on a good path. I'm thinking of a classical authoritarive server where each player asks authorization to do anything. I'm quite sure I need to use threading for this. I never used threads very seriously before but, for this server, I'll need to. I don't know if I have to create a thread for each player when they connect, or for each game room I create. If anyone can advise me, or help me with my architecture, I would be thankful. Here is a UML-ish class diagram I made. Thank you [link] [comments] |
Feedback Friday #270 - Breakthrough Gameplay Posted: 04 Jan 2018 08:10 PM PST FEEDBACK FRIDAY #270 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All Testing services: Roast My Game (Web and Computer Games, feedback from developers and players) iBetaTest (iOS) and Indie Insights (livestream feedback) Promotional services: Alpha Beta Gamer (All platforms) [link] [comments] |
Jinx scripting language - release 0.15.0 (alpha) Posted: 04 Jan 2018 07:00 PM PST Just a quick update for Jinx, a scripting language for videogames I'm working on. I originally built it for my own game engine as a replacement for Lua, but have also released it as open source for the benefit of anyone who would like to use it. For those who haven't seen previous posts, Jinx is an embeddable scripting language written in modern C++. The language is very straightforward, and looks like pseudo-code, or even simple English phrases at times thanks to its unique function syntax. Special attention has been given to the API, making Jinx very easy to integrate and use. You can actually embed and run a Jinx script in three lines of code. If you have any questions, feel free to AMA. Here's a link to a comprehensive tutorial, and the source repository is here. Jinx is also designed to be thread-safe, and scripts are always executed asynchronous. This means it's quite simple to attach scripts to game objects and execute them in real-time. The biggest change is a rewrite of function parsing, making it much more intuitive and robust. All the lame special rules and restrictions I previously had to describe in the tutorial are gone. The precedence of chained function calls work from left to right as you'd tend to expect, and you can now pass complex expressions to any function parameter, regardless of position. Other minor improvements have been made to I'm currently working on full OOP support with classes/objects and tighter native C++ object integration, but no ETA on that, as it's a fairly major feature. [link] [comments] |
Posted: 04 Jan 2018 04:29 PM PST I'm not a game designer (as you can no doubt tell, I don't know any of the lingo or know how this is done) but I've always been interested in these type of games (graphically) and from a level design aspect. [link] [comments] |
Posted: 04 Jan 2018 09:27 PM PST I posted this idea on r/gaming and a redditor in the comments suggested I mention it in this subreddit. - - While I was in college, I worked at a video game store where a few people who are mentally ill would come in and buy games on a regular basis. I remember they would come in and buy a cheap game, and come back a few days later to get another cheap game. They always came in excited to tell me how great the game was, but they couldn't get past a certain point in the game. My question is, how difficult would it be for game developers to add extra help to those who need it? Beyond making the difficulty easier, some of the suggestions on the original post were to give enemy encounters a more "on the rails" experience and make it more like an interactive movie. This would allow mentally ill gamers the thrill and feeling of accomplishment in getting through a game. Could this be a realistic addition to games? [link] [comments] |
Posted: 04 Jan 2018 06:19 PM PST Hi everyone. I am a UX designer by trade but have dedicated myself to learn how to code in C# for a few years now. Although I can manage to create simple games in unity like pong / tetris, I've never learnt how to code through formal education. What I am concerned about is that I might be missing the basic fundamentals on writing good reusable code. Should I bother doing a course purely in C# to understand things like queues or event systems in more detail or is it something people learn if and when they need to? I am the sole programmer on my game project so I want to make sure I do things conventionally in case i need to consult a more skilled programmer at some point. [link] [comments] |
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