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    Tuesday, January 2, 2018

    Networking Thread! Post your gamedev-related Twitter

    Networking Thread! Post your gamedev-related Twitter


    Networking Thread! Post your gamedev-related Twitter

    Posted: 02 Jan 2018 10:42 AM PST

    Happy New Year, everyone!

    Post your gamedev-related Twitter account here and use this thread to find new people to add to your personal network.

    Other devs will prefer adding your personal account, as opposed to a player-facing one, but feel free to post more than one account (and specify what they are).

    Out of respect for others, keep your post short -- we don't need your life story, just a link and a short blurb!

    Do this right and maybe next GDC, you'll glance at the tiny little Twitter handle on the badge of that person you just met and realize that you're actually long lost friends!

    submitted by /u/kiwibonga
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    I have released my 1527 instrumental pieces free under creative commons 3.0 by (Free to use in your games or what ever. Just credit me Antti Luode)

    Posted: 02 Jan 2018 12:22 AM PST

    As featured at rpgmaker:

    https://rpgmaker.net/forums/topics/23343/

    As used in games:

    Starship theory (Steam), Taphouse VR, Park Bound (steam), Dominion Void by Forcebox Games, Space Colonizers Idle Clicker incremental (Android beta), Space Bob vs The Replicons (In development), Dot Hopper, Bubbles Pang (Android), Tiltroid (Android, early access), Timing Jump Jump and Colorfall (Anrdroid) and other web games.

    As used by youtubers such as Kyle Le with 30 million views and 100k subs:

    https://socialblade.com/youtube/user/kyleledotnet

    My Soundclick:

    http://www.soundclick.com/bands/default.cfm?bandID=1277008

    All songs on my Google drive (you can download them with one click by painting over the songs and then right clicking on one of the songs and choosing download) (I update this folder with each new song)

    https://drive.google.com/drive/folders/0B1t5awWiDLZhMXBmT0M5Mm1nRG8

    Torrent with 1369 instrumentals:

    https://drive.google.com/file/d/0B1t5awWiDLZhc0hKcjJYVEsySE0/view?usp=sharing

    Pass it around!

    You need a bittorrent client to download the instrumentals in the torrent:

    https://www.qbittorrent.org/

    My blog where I release the songs and FLstudio project files for them:

    http://anttismusic.blogspot.fi

    If you want to donate money. Do so by pressing the paypal donate button at my blog:

    http://anttismusic.blogspot.fi

    submitted by /u/Mrloop
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    Uciana a 4x game by Birdshel for Android. My brother and myself just released our game after 5 years of working on it.

    Posted: 02 Jan 2018 09:12 AM PST

    The difference between a framework and an engine

    Posted: 02 Jan 2018 09:35 AM PST

    The distinction is minor, but I see people get corrected from time to time, so here's a reminder.

    An engine is usually something that has a GUI and that directly powers your game. It may or may not have visual scripting built-in. It almost always comes with a programming API (set of functions and classes) to create your game. Note that there are programs that have visual scripting but not an API, interestingly enough.

    A framework is basically just that API. You'll usually be using the API to directly create your game, create assets using other programs (i.e. using Tiled to create maps, using Blender to arrange scenes, and so on), and load them in using code.

    Frameworks tend to be more abstract and general tools, without direct application to specific game use cases. For example, a game development framework may not come with pathfinding or advanced physics, as not every developer that uses the framework would need these features. So, you would find and use (or make!) additional libraries to implement your required features.

    The difference is minor, but it's important to know if you're looking for an engine or framework, since they behave differently and have different workflows. Not everyone that likes engines likes frameworks, and vice-versa.

    Anyway, that's it.

    submitted by /u/SolarLune
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    How to make a script event system?

    Posted: 02 Jan 2018 11:37 AM PST

    For the sake of simplicity, let's say my game has only cities. Every time a turn pass, each city will generate certain resources, consume others, get some random status (like "prosperity", "strike", "famine", etc) or lose some. I'm trying to design/implement an scriptable event system, but I'm banging my head against the wall with concepts and abstractions, so any direction you can give me will be really appreciated.

    What I'm trying to accomplish is something like:

    { "trigger": { "resources": {"gold": 50, "wood": 100}", "status": {"NOT": "strike"} } "effect": {"increase": {"gold": 10}} }

    It's just an example and probably not really well planned, but I think you can grasp the idea. My questions is ¿How can I check if an event can be triggered?

    I thought first in, for each city, traverse each event, and check if the city satisfy its conditions. But I don't think this is a good approach. Another (flawless) solution I thought was make every event suscribe for certains events (in this case, "gold_increased", "wood_increased" and "status_changed"), but again, it will have to traverse each city that have increased its resources, and check for the rest of the conditions. And I would have to deal with multiple fired events.

    ¿Is there any better approach I can't see right now?

    submitted by /u/dreaminblack
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    Looking for articles or books about double buffering entity components

    Posted: 02 Jan 2018 09:47 AM PST

    I am trying to implement a double buffering to solve problems similar to the one described in the slapping example here. I am having progress doing it by my own, but it wouldn't be bad if I could find any article or book that talks about already tried techniques.

    The way I am doing it (in a ECS), I use the past/present buffer as read-only, and the future as write only. Before each frame, I initialize the future buffer with the exact same values of the past/present one. After the frame ends, I just switch the past/future references. It is working fine and I don't think it is that complex, but I am always vulnerable to commit a mistake by, for example, writing on the present buffer or reading from the future buffer. I am using Java, and the solutions that I could think so far about how to force these reading/writing permissions would not be easily implemented or efficient.

    submitted by /u/rlapprentice
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    Why is ben pasternak, the creator of impossible rush so successful ?

    Posted: 02 Jan 2018 11:05 AM PST

    I recently heard of Ben pasternak a young mobile game dev how became very famous by creating 2 really simple games impossible rush and impossible dial with gamesalad. He was named one of TIME Magazine's Most Influential Teens of 2016. He was introduced as the future Mark Zuckerberg on a lot of Economy websites. I don't criticize this but I don't understand why. I mean a lot of young game dev release app everyday and they also make millions of downloads but nobody talk of them. For example Nelson sexton, the creator of unturned which had a huge success on steam, nobody talk of him. I think Unturned is way more complex to create than impossible rush. This is an exemple but I can find many more.

    submitted by /u/Raydenn_
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    Gamescene transitions

    Posted: 02 Jan 2018 10:20 AM PST

    How do you guys handle game scene transitions? Throughout my projects I've used a couple different methods, but I am trying to figure out which is "Cleanest".

    For an ECS game, Where does the responsibility for game scene transitions lie?

    Is it a system? An entity could have a "ChangeGameScene" component which triggers a system to load a change the game scene...

    Is it the game scene responsibility? The game state it's self could be watching for conditions that cause the game scene to transition and each game scene could handle it in a gamescene specific manner (but In reality i'd likely be implemented in some base Game Scene implementation that get's inherited by actual game scene implementations).

    The engine? There could be a dedicated "Game Scene transition" game scene... which is a game scene for which the only purpose is to display "Loading..." and is guarenteed too load quickly enough to not warrent it's own loading display, and switch to the new game scene when it is ready.

    Something else?

    What is the maximum number of gamestates in memory at a single time? Do you ever push and pop gamestates or is the game scene always at a "root" level?

    submitted by /u/eightvo
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    Using instance trickery to make a game world appear almost seamless?

    Posted: 02 Jan 2018 09:54 AM PST

    Hello,

    Im currently working out ways on how to provide players with a persistent open world experience while staying within means of todays technological limits.

    The game will take place in space, with procedurally generated celestial bodies. At realizing the size necessary to be considered a "Planet" i figured I could make many of these celestial bodies to be lifeless, and boring, but then that defeats the purpose of wanting players to explore. After viewing a few currently existing PU titles: Dual Universe, and Star citizen to understand how they intend to offer their planet sizing I realized that providing players with such a large environment would actually be quite costly, especially when you want to provide not just 1 planet but hundreds, or thousands of them for players to explore. I thought of a few solutions, one of which is to make the planet an instance of its own, and sectioning it out into 4 parts with each of these parts being able to allow the player to cross into another. Imagine this, you fly into orbit around earth and decide whether you want to land in either in North America, Europe, or Asia.

    I have worked on ways on thinning out populations, as there will not just be 1 starting location but several, each in their own instances. In addition, I intend to make the galaxy very large and spread out, in addition to being extremely hostile and difficult (but rewarding) to explore, keeping some nodes off until a player comes within a certain range of it.

    I am still figuring out ways on how to anchor this experience for players, and I appreciate any and all input.

    Thanks in advance

    submitted by /u/BdotEscro
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    Fantastic quaternions and where to find them

    Posted: 02 Jan 2018 04:58 AM PST

    Remaking a game, advice or tips?

    Posted: 02 Jan 2018 05:22 AM PST

    Hi all,

    Started work on a remake of a game called MegaLoMania (https://en.wikipedia.org/wiki/Mega_Lo_Mania) a couple of weeks back and been working on it on and off.

    This is my first time remaking a game, what are the best ways to accurately capture the feel of the original? What other tips do you have in regards to making a remake?

    submitted by /u/ISaySup
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    Hybrid Genre Games and their difficulties

    Posted: 02 Jan 2018 10:48 AM PST

    Hi there, I made and released an RPG Platformer last year, and after another year's experience and also playing through Mario Odyssey and a few JRPGs, I've realized that the two genres SEEM to be incompatable at their core.

    I've learned more and more that the tighter your focus is, the better your product. Platformers more than anything else are about jumping and landing correctly, platforming. RPGs more than anything else are about story, equipment, bonuses, and the underlying math that makes RPGs fun. But, when I analyze my game, instead of being a fantastic platformer or a fantastic RPG, it's half-assed at both!

    Don't get me wrong, it's well reviewed, looks nice, and is a lot of fun for people to play, but I as the developer can see it's problems as clear as day.

    So, here I am beginning development on the sequel to my game, and so far I've developed two separate games, the entire RPG system with capsules as characters and all focus on equipment, party selection and pathfinding AI, and a second game which is the entire platforming system fine tuned to perfection.

    Now I'm wondering if I should just make two separate games out of them and keep them pure, or if I should go for a second attempt at hybriding my two favorite genres of games.

    Have any of you had success trying to create a hybrid genre game? If so, what were some challenges you faced and how did you overcome them? Do any of you know of any fantastic examples of Platformer-RPGs so I can try one to see how they handled it?

    Thanks so much.

    submitted by /u/danokablamo
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    Fonts rendering. Do I really have to bother with kerning?

    Posted: 02 Jan 2018 05:49 AM PST

    Writing text renderer for my game engine (not for public, just for personal projects). Is it usual thing in gamedev to just ignore those "KERN", "GPOS" and other tricky stuff in TTF OTF fonts, because it's so complicated? Will 90% of fonts in the world look like shit without kerning?

    submitted by /u/TonyForge
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    New Unity IDE option

    Posted: 02 Jan 2018 10:38 AM PST

    Just noticed this ad on the side, posting here to discuss: https://www.jetbrains.com/dotnet/promo/unity/

    I'm not familiar with JetBrains existing coding tools, how promising is this new one?

    submitted by /u/jhocking
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    I plan on making a level editor for my (2D) game, suggestions?

    Posted: 02 Jan 2018 08:05 AM PST

    I won't go into too much detail, but imagine when you load a level editor, you have a flat world with grass. You can add in various materials such as wood, bricks, stone, metal, water, and other natural materials.

    How could I approach this level editor idea without going too crazy, yet, have the user to have fun?

    submitted by /u/_Harry_Court_
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    I finally conquered my procrastination and made my first game. Here's how:

    Posted: 01 Jan 2018 03:58 PM PST

    At the start of 2017 I made a vow that I'd finally stop being lazy and do something about game development, which I see as my dream career.

    It took me a while to figure out how to do this, but in November I finally conquered my procrastination, finished my first game in GameMaker Studio 2, and I managed to keep the momentum rolling and make 4 more games before 2018! I'm extremely proud of this achievement, since I've been trying to shake this procrastination for years, and never even got close until now.

    How did I do this?

    1. I set aside 3 hours every night to focus on game development. I wanted to completely shut off all distractions, and just focus on making games. I did this by downloading a blocker software, and set it up so that it would block all distracting websites and programs as soon as those 3 hours started. Whenever it was approaching that time and I was away from my computer, I would set an alarm on my phone to remind me that my 3 hour block had started.

    I used these 3 hours a day to make 1 game per week. The hours per day can vary depending on person, but I highly recommend 1 game per week. This short time period isn't too stressful, but most importantly it teaches you how to judge how many features you can fit in 1 week. And by the end of the week, you will have finished your first game.

    The the blocker software I used was Cold Turkey, which costs $25 for full functionality, but there are many alternatives. Doing a quick Google search should provide you with plenty of options.

    2. For the love of god, lower your scope! This is listed in the subreddit FAQ too, but forget that ambitious project you have in your head right now. The scope of your first game should be close to something like Pong or Super Mario Bros.

    You simply cannot finish a game like Undertale in the span of a week, so leave that ambitious project to the side until you have the knowledge and self discipline required.

    3. I wrote up a schedule, listing all the tasks I wanted done each day. I believe this is the most important part about beating procrastination.

    I used Google Docs for my schedule, but you can use anything that you have easy access to. Doing this allowed me to look at my schedule for what I needed to do next, instead of allowing my mind to wander and lose focus. This was extremely helpful for me.

    4. Use online resources often. For me, I used GameMaker Studio 2, so I looked up tutorials for that program on YouTube. Quick note on tutorials, don't just copy and paste the code provided to you, make sure you listen to the video and understand why you're adding those lines of code. If you plan on using GMS2, I highly recommend HeartBeast's tutorials.

    If I had any questions, I would go to Google first, but if I didn't know what to Google, then I would go to the GameMaker Reddit or Discord. Both the subreddit and Discord server are active, and the people on Discord are especially helpful. They have helped me through countless problems.

    5. Not a requirement, but I recommend GameMaker Studio 2 as your first game development program. It's a 2D program, but GMS2 uses one of the easiest programming languages to learn, and allows you to learn game programming logic without too much stress. GMS2 is free to use, and the free trial limitations don't stop you from making a small game.

    Before GMS2, I tried out Unity, and was overwhelmed. If you think you can use Unity for your first game, then more power to you, but I highly recommend GMS2 due to it's simplicity.


    That's all I have to say. Make 2018 your year, conquer your procrastination, and finish your first game! Remember, finishing a small game is infinitely better than making a little bit of progress on a game that you won't finish in months or years.

    Now if you'll excuse me, I'll just be over here trying to figure out how Unity works...

    EDIT: One more quick note, after you finish your first game, keep that momentum rolling and make more games. If you want to get really good, don't stop after finishing your first game!

    submitted by /u/MakorenWasTaken
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    Creating a short interactive 'FMV' style video - suggestions for software?

    Posted: 02 Jan 2018 11:18 AM PST

    Hi all! I'm currently considering creating a simple, short interactive 'FMV game' (for lack of a better word). Clips will play, which a user can then select from multiple options. Each option will then play a different clip.

    Doing a quick search on the subreddit has only given me this: https://www.reddit.com/r/gamedev/comments/4snueb/hey_guys_whats_the_best_software_for_creating/ - so I'd appreciate any further suggestions you smart people may have!

    I have limited programming skills so would appreciate an engine/software tool that is easy to pick up but am happy to learn.

    Thank you in advance.

    submitted by /u/srschameleon
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    Is there any "kata" game design document / checklist to train gamedev skills against?

    Posted: 02 Jan 2018 08:54 AM PST

    Programmers have this concept of "code kata" - exercise, mostly short, fairly trivial, but allows you to practice basic stuff (which for the gamedev world would be the game loop, friction / acceleration / ... stuff, I guess?)

    Is there anything similar in the gamedev world? A (small-scale) game design document that one could try to implement? Or something like checklist, along the lines of MAL (https://github.com/kanaka/mal)?

    submitted by /u/janiczek
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    Which Mine Suits Best?

    Posted: 02 Jan 2018 08:48 AM PST

    Hey guys, could do with a little feedback here if anybody doesn't mind :)

    We got some feedback saying that the mines in our game FLO seem a little like speed boost pick-ups to new players, which on reflection, is a fair point. So we're looking into treatments that don't scream "COLLECT ME" but still keep the two-tone aesthetic we're using in the game.

    Below is a link to some of our concepts: https://i.imgur.com/9rLCGYP.jpg

    Below is video for reference on how the game plays for some context: https://www.youtube.com/watch?v=Jlt_q3VHyiM

    The mines shatter when you collide into them and apply a heavy slow down.

    We originally went with "1" but then people felt that it was hard to distinguish which side was the safe one. We've come up with a few other possible "mines" but can't settle on which one best suits the game but is still obviously something you need to avoid in-game. Thanks in advance! :)

    submitted by /u/RogueGamesOfficial
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    Starting my journey into Game Development today. Should I focus on learning C# or C++?

    Posted: 02 Jan 2018 08:43 AM PST

    The only experience I have is a little bit of JavaScript knowledge from running a Runescape private server back in 2008 and some very basic games made with RPG Maker XP around the same time.

    The engine I aim to use is Unity. I've found free online resources to help teach C# and C++ but to be blunt, I'm not sure how different the two of them are.

    Which should I focus on learning before diving into Unity?

    submitted by /u/xCaptainSlayer
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    What are your thoughts on releasing an unfinished game?

    Posted: 02 Jan 2018 07:23 AM PST

    Hi /r/gamedev, so, I spend most of the last 4 months developing my game, Daedalus Hold.

    I even got an artist that works on it full time until the end of February.

    There's a lot of things that I've learned during that time. Good things, (not too many) bad things, just things in general...I learned a lot.

    I showed the 8 levels that I have so far at a big meetup in my area. I saw people play it. People who like challenging games mostly enjoyed it and sometimes even played for half an hour.

    One of the bad things, well at least a bit disappointing, is that my self motivation for the project mostly disappeared. I know that is not unusual (especially for me, and probably creative people in general...) but still, it doesn't feel that great.

    The game has a backstory that is probably worth exploring but I can't bring myself to put any effort in implementing it.

    Watching people play and having fun with the game was interesting and felt pretty good as well, but it also wasn't the big motivation push that I hoped for.

    So far, the game consists of one sulphur themed "world" with 8 levels, and the artist is currently working on a second world. We will probably have a third world ready by the end of February when the artist will go on to pursue other projects.

    That means I could get about 15-30 levels finalised until then. I planned a lot more, as the levels are quite short in general.

    I think my main issue is that I personally don't think that the game is so fun, that it has reason to be in a polished state. But even if it's just self-consciousness that is holding me back here, why should I spend more time with it, if I don't enjoy the ride anymore. I'd rather move on to other projects. I've got ideas for games that I would rather work on, while I was working on Daedalus Hold. I got into composing while developing the game. As I said, I learned a lot of good stuff as well :)

    So, what do I do?

    I thought, I'd just work on it for the next two months and then just release what I have so far. If it isn't a full game with a play time over 1-2 hours, so what? If it doesn't dig into the back story at all, so what?

    What do you think? Other ideas? Opinions? Encouragement? Criticism?

    submitted by /u/retendo
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    In-game chat in competitive, online multiplayer games - yay or nay?

    Posted: 02 Jan 2018 07:09 AM PST

    What are your opinions on allowing in-game chat in competitive, online multiplayer games? People like to swear and troll, especially in PvP matches.

    I thought of several options and I'm wondering what you'd choose, or maybe you can come up with a different solution altogether:

    1) no in-game chat: friends who play against each other will communicate using dedicated voice & text chat software, and strangers won't be able to talk at all

    2) emotes only: like Hearthstone, players can only send predefined messages & emoticons to each other ('Hello!', 'Good game!', smiley face, etc.)

    3) friend chat only: only friends will be able to talk to each other; can be combined with solution #2 above, so that friends can talk, while strangers can only send emotes

    4) full in-game chat: any player can chat with every other player during matches; maybe let players opt out of chat by closing/hiding the window where messages are displayed, or let them mute their opponent so they can ignore them; a word filter can be implemented, but even so players will come up with ways to bypass it

    I'd love to hear your ideas on the topic. And have a great 2018!

    submitted by /u/WantToGetHuge
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    Im new and have Some questions

    Posted: 02 Jan 2018 07:03 AM PST

    Hello im completly new to game dev and have Some questions: In what engine would you reccomend making a top down building/survival game kinda simmaler to Last wood or dont starve maybe. And do you reccomend learning the language first or making the game and learning at the same time?

    submitted by /u/Potato_Baked
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    Pixel Art Character Creation!

    Posted: 02 Jan 2018 05:58 AM PST

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