Hi Guys! If you can use some airport ambient.! My sound pack album from the LAX Airport is up! 1.4 GB on different areas and terminals recorded. |
- Hi Guys! If you can use some airport ambient.! My sound pack album from the LAX Airport is up! 1.4 GB on different areas and terminals recorded.
- Macro vs Micro: Why I don't think we should tell people to recreate Tetris and Pong as their first games.
- Benefits of using Amazon Lumberyard over Unreal / Unity?
- How do I ensure that free music is truly free and legal to use commercially?
- What is the Point of a Orthographic Projection?
- Algorithm help: Pathfinding with *many* paths of equal lengths. How to distribute actors equally among them?
- Screenshot Saturday #362 - Shine and Polish
- Procedural NPC Generation
- How making a children's game changed the way I live my life
- Jizzus Screenshot Saturday
- Can't A made a game model using a photographic reference?
- Looking for Amory3D development teams
- Slime Deformation WIP
- Isometric 3D Level Design (Like Don't Starve)
- NOW LIVE ON STREAM: UNITY2017 || Professional Gamer Programmer - Creating a Clash Royale Clone TONIGHT
- How much does intense amount of voice acting cost an indie game?
- Can you give a GDC advice for a first timer on a single line?
- New 'developer'. Should I try to polish my games to the max or try new more challanging projects?
- Are there any good reads/resources that you suggest on game/engine physics
- Gun reload sound effects and animations.
- Euler Angle Order
- Anyone Willing To Take Me Under Their Wing?
- Please recommend an experienced marketing expert (PC, Steam)
- Streaming Unreal 4 Engine on Youtube today!
Posted: 06 Jan 2018 04:51 AM PST Hi! We spent 3 months in Orange County and my girlfriend flew at least six times from LAX to the east coast and back. Sometimes I had my recorder and my binaural microphones with me so I could record ambient. Two days ago I created the sound album "Welcome to LAX" what makes it easy to download all sounds including: -Airplane Landing -Terminal Soundscape -Traffic outside the Terminal and many more sounds! If you already know me then you know that my sounds are free available and have no strings attached and I am happy for anybody who can use these special sounds. I am also working on my "International Airport Album" with the Sounds of ten more airports and in my new category "Free Sound Packs" you will find 11 other free sound packs. Please let me know if you have any questions! [link] [comments] |
Posted: 06 Jan 2018 11:00 AM PST Often times when new people enter the world of game development we tell them to start small. Abandon those grandiose ideas of an MMORPG. You're better off recreating Tetris and Pong! That can be decent practical advice, but I think we can do better. Instead, we should tell those new developers to keep those big dreams, but understand that it's the small and practical steps that put you at your intended destination long-term. And make those small and practical steps related to the big dream. It's all about how you frame it. My dream is to create 3D horror games similar to the early Resident Evil and Silent Hill games. I'm a sucker for tank controls and fixed camera angles. Those clunky game mechanics, jump scares, and stories about crazy demon worshiping cults were an important part of my childhood. But trying to make one of those from scratch with zero programming or art skills would be a daunting task. Sure, I could look for a team of programmers and artists, but nobody should work for someone who has never released a game. I decided to work towards my dream by starting small. In 2015 I spent around twenty days making a Gameboy style horror game titled Overlooker. It was an incredibly simple game but it was a big accomplishment for me. It had box pushing puzzles, zombies, and memos to read, just like in those classic Resident Evil games I love so much. In those twenty days, I went from having never opened GameMaker Studio or having released a game, to having my game being downloaded from Itch.io and let's played by YouTubers. A couple months later during another break between University semesters I spent twenty or so days working on Overlooker 2. This time, I added save game functionality, inventories and item boxes, and improved the overall gameplay and presentation. In less than half a year, I'd gone from knowing nothing to beginning to have a grasp of what it would take to achieve my long term goals. By boiling down aspects of the dream game I wanted to make into something tiny, I avoided that quicksand of boredom that traps many first time developers when they try recreating Tetris and Pong. Since then I've been working for a year and a half on my 2D RPG Towards The Pantheon. I've released a prequel game entitled Towards The Pantheon: Escaping Eternity, which again is a survival horror style game. It has been downloaded over 15,000 times on Steam and currently has an 86% positive score. Things are looking good. Through taking these small steps I've always kept my vision on my long term goal. I'm confident I can achieve my dreams. I avoided starting too big and failing, but sidestepped getting bored by making games I don't care about making. This also helps me to avoid burnout; how can I not be motivated when I have so much to accomplish, and how can I let some issue in the present get me down when it is trivial in the long term? It's possible that we've turned a lot of potentially great game developers away by telling them they can't make their dream MMORPG and instead should work on Tetris clones. I propose that we recommend that someone new compartmentalize their dream games. Reduce them to their core aspects, and implement them as NES, then SNES, then N64 games. By the time they have made a few games, not only will they have the skills and knowledge needed to make that dream come to fruition, they'll have a portfolio and a reputation in the scene. It's been years since I've started, but I'm working everyday towards creating new survival horror games. I'm excited and motivated, and hope you are too. I hope you're dreaming big! [link] [comments] |
Benefits of using Amazon Lumberyard over Unreal / Unity? Posted: 06 Jan 2018 04:47 AM PST Hi all, I recently came across the game engine Lumberyard and it got me thinking about what benefits do Lumberyard offer over the 'titans' such as Unreal / Unity. I'm curious to see what you guys think of the engine and to see if anyone is currently using this to create their project. [link] [comments] |
How do I ensure that free music is truly free and legal to use commercially? Posted: 06 Jan 2018 08:17 AM PST There are many online resources where composers can share their music to be used in commercial games for free. Which is great. However, if I use such music, how can I ensure that it is actually legally-made original content of the author? Specifically, I am interested in three questions:
Any explanation is appreciated! [link] [comments] |
What is the Point of a Orthographic Projection? Posted: 06 Jan 2018 11:22 AM PST This question may be dumb, but I managed to draw some textured rectangles in OpenGL. I then mapped those rectangles to a Texture via UV coordinates. It seems like by doing this I can create a 2D scene. I never explicitly created a Orthographic Projection Matrix. Hence, I'm a bit confused as to what I need one for when making a 2D game. my vertex shader just does: gl_Position = vec4(position, 1.0); EDIT: orthographic is supposed to turn R3 into R2, but if my sprites are already R2 why do I need the matrix? [link] [comments] |
Posted: 06 Jan 2018 10:33 AM PST I've got a grid based map and I'm trying to make the bad guys "spread out " more on the path from point A to point B. I've precalculated the paths from A to B, and there are a LOT of best paths because I'm using the manhattan distance. So basically any move that is either right or down is on the best path. I dont know the math but there must be thousands of best paths. I think a drawing will help immensely here: 1,1 (green) is the start point 10,10 (blue) is the goal the red arrows are the possible paths that the baddies could take from green to blue The way my code works currently is: when a baddie gets to a new grid cell, he randomly (50% / 50%) chooses the next path to take (either right, or down in this case). Or only right if its the bottom row, and only down if its the rightmost column. The problem is that this happens to result in most baddies taking a diagonal-ish path more or less through the center of the map. The yellow circle I drew in the image is where 99.99% of the baddies end up. In other words, almost no baddie ever ventures out to the other 2 corners, even though those corners are on the shortest path, just like every other cell. I understand why this is happening - basically the laws of probability kick in. A baddie making it to a corner is the same as me flipping a coin and getting heads 10 times in a row. I want the baddies to spread out more evenly. I want a baddie to walk through cell 10,1 just as likely as he could walk through cell 5,5. I'm not sure how to do this. I was thinking of maybe baking in the probabilities into each cell. So instead of the baddie deciding 50/50 which direction to take, somehow the cell itself would say, OK 90% of the time you should go right, and 10% of the time you should go down, based on where the cell is in the path. But I dont know how to do this. And Here's a big wrinkle - that drawing was just an example. I need to solve this for the general case. Picture walls and winding paths and all that stuff, not just a simple 10x10 grid with no obstructions. [link] [comments] |
Screenshot Saturday #362 - Shine and Polish Posted: 05 Jan 2018 07:42 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 your most anticipated game of 2018? [link] [comments] |
Posted: 06 Jan 2018 08:18 AM PST I've made a procedural character generation system in Unity3d, but I don't really like the look of my NPCs. So I was wondering if it is possible to use ManuelbastioniLAB to procedurally generate my NPCs instead, and if so could you explain how. And if not, could you explain how to make realistic looking skin and wrinkles. [link] [comments] |
How making a children's game changed the way I live my life Posted: 06 Jan 2018 12:00 PM PST |
Posted: 06 Jan 2018 11:58 AM PST link: https://erindi.itch.io/jizz screenshot: https://img.itch.zone/aW1hZ2UvMjEwNTU5Lzk4OTU2NC5wbmc=/original/PZGLBn.png https://img.itch.zone/aW1hZ2UvMjEwNTU5Lzk4OTU1OS5wbmc=/original/CpWRfC.png https://img.itch.zone/aW1hZ2UvMjEwNTU5Lzk4OTU1OC5wbmc=/original/FPullp.png [link] [comments] |
Can't A made a game model using a photographic reference? Posted: 06 Jan 2018 11:51 AM PST I was thinking of what are good ways of creating a original look protagonist and the idea of using a photo of my to create a original protagonist came into my head. Do you guys think this would work?(Also i am not going to make it look a lot like me but just use me as a starting point of reference) EDIT: A in the title should be I [link] [comments] |
Looking for Amory3D development teams Posted: 06 Jan 2018 11:36 AM PST |
Posted: 06 Jan 2018 11:32 AM PST |
Isometric 3D Level Design (Like Don't Starve) Posted: 06 Jan 2018 11:31 AM PST So I will be joining a gamejam in my country soon and a small team took me in as there designated level designer and we were discussing about what we will try and produce (if its 3d or 2d) And me and a programmer thought of developing something like don't starve. I searched around the web and searched that the game is called an isometric 3D I was just wondering what are some tips I need to follow to create a good and appealing isometric 3D level. [link] [comments] |
Posted: 06 Jan 2018 11:26 AM PST |
How much does intense amount of voice acting cost an indie game? Posted: 06 Jan 2018 11:05 AM PST When I'm talking intense, I mean telltale level of how much voice acting needed. The game in mind is basically also an interactive story where you make decisions and your decisions affect the flow. [link] [comments] |
Can you give a GDC advice for a first timer on a single line? Posted: 06 Jan 2018 10:57 AM PST Hey everyone, GDC will be held in around 2 months and is my first one. I already have fly tickets, accommodation, and a GDC Expo Pass. I'm looking forward to enjoying it, check a lot of the demos, but also do networking, get inspired and show up my portfolio to receive feedback and find job opportunities. So I want to be prepared! Can you guys please help me with some advice? Thanks! Side note: Programming is my area, not sure if it makes a difference. [link] [comments] |
New 'developer'. Should I try to polish my games to the max or try new more challanging projects? Posted: 06 Jan 2018 10:55 AM PST Today(yay!) Ive finished my first game. I'm a beginner so its a very simple game(3 levels, enemies, pick ups as a win condition, main menu and winning message). Do you think I should try to expand this project by for example adding different obsticles or mechanics or should I start new project with a clear goal in mind of learning something from it(eg.: making game that will teach me how to make interactive object)? Thanks! [link] [comments] |
Are there any good reads/resources that you suggest on game/engine physics Posted: 05 Jan 2018 11:29 PM PST I'm interested on particle and projectile physics as well as the math behind lighting and shaders. Focusing on 2d games right now but would be interested in 3d applications later on. [link] [comments] |
Gun reload sound effects and animations. Posted: 06 Jan 2018 10:34 AM PST As everyone know, there are tons of FPS games out there. Every games has reload sound effects and animations. It is the very basic element of a shooting game. It seems easy to be done. But for me, for our team, we don't think it's easy. We spent lots of time, but we still made blocky animations . Also, we can't find proper sound effects. Is that our skill level not enough? Or all other developers use some secret tools we don't know to make animations and sound effects? [link] [comments] |
Posted: 06 Jan 2018 06:33 AM PST So, I'm trying to figure out Euler Angle Rotation, but I'm confused as to why the order we rotate matters. I mean I get that we will get different results based on the order, but why is Yaw, Pitch, Roll the preferred rotation order? [link] [comments] |
Anyone Willing To Take Me Under Their Wing? Posted: 06 Jan 2018 09:56 AM PST This is not me asking for a job, just for help: I've just had a very sudden and very nasty break-up with my longtime girlfriend. I've been meaning to get into game development and design for a while now, I have very very basic coding skills and a lot of enthusiasm, I just want to use this sudden freedom to pick up some new skills. If anyone is willing to show me the ropes of development and design I'd be very grateful and willing to help with any projects (mods, games) whatnot. This subreddit has been my happy place for a long time and the community here is so nice, I'd just like some guidance if you can help please just let me know :) [link] [comments] |
Please recommend an experienced marketing expert (PC, Steam) Posted: 06 Jan 2018 09:29 AM PST Hi fellow developers, We (Maxim Games) are working on a serious indie project (ww2 turn based strategy). We are handling all aspects well, but would need a professional marketing help. We have allocated a budget for this. So if you know the right person, please share :) The person should have a successful Steam PC game published in their portfolio. [link] [comments] |
Streaming Unreal 4 Engine on Youtube today! Posted: 06 Jan 2018 08:45 AM PST |
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