Common Pixel Art Mistakes: Color |
- Common Pixel Art Mistakes: Color
- Lying to players for their benefit
- How To Make Movement Physics In Unity
- As a programmer, are there any benefits to learning 3d modelling software?
- I made a demo for my metroidvania platformer.
- First time solo dev with a dumbass question!
- Questions About Prototyping
- Note: I didn't make any money until game #14. If you're giving up after your first or second financial failure, you're doing it wrong.
- Wizard overhaul in Bravery and Greed, favoring closer ranges. What do you think about this new gameplay? Does it look satisfying?
- A discussion on how to organize yourself as a game developer
- Do you *have* to be incorporated to be taken seriously as an indie?
- Visual scripting framework for unity: Constellation (MIT licence)
- Unity Editor: Show a draggable point into the scene linked to a Vector2/Vector3 field
- Framegraph: A high-level rendering abstraction which describes a frame as a directed acyclic graph of render tasks and resources (based on the GDC 2017 Frostbite Rendering Architecture talk).
- Which EU school/university for Game dev ?
- A* Pathfinding (first blog post)
- Screenshot Saturday #367 - Expert Photography
- What's the best way to learn LUA?
- Thoughts on Godot Game Engine?
- How to dynamically load entities using configuration files with Entity Component System
- Pseudo coding Inventory System on Unity help(survival game)
- New here, looking to start my first game. Any tips?
- What are the graphic capabilities of Leadwerks?
Common Pixel Art Mistakes: Color Posted: 10 Feb 2018 08:10 AM PST I have seen a ton of beginner pixel art on this subreddit, and the internet in general, suffering from poor color choice. Even art from people who claim to be good at pixel art. Luckily, these mistakes are pretty easy to spot, even if you aren't an expert artist. •MISTAKE 1: •MISTAKE 2: •MISTAKE 3: •MISTAKE 4: •MISTAKE 5: [link] [comments] |
Lying to players for their benefit Posted: 10 Feb 2018 07:06 AM PST I've been working on a rhythm game lately and a recent focus has been on accuracy and real time feedback. I calculate a player's accuracy using a small time window around the exact time of the note, group that into categories (miss, okay, good, great, perfect), and then show a popup like this for a few frames after every note: AND THIS IS FINE... But... It is extremely rare to get a perfect accuracy rating on a note, even getting a good rating is quite hard, and a few players testing my game noticed. I got a few comments like "I feel like I'm tapping exactly in time with the beat, but I'm only getting average ratings. Why is that? Can you make the note window wider?" And yes, I could increase the timing window, but that would break animation speed and the overall flow of the game; I didn't want so sacrifice the overall responsiveness and quick action that define the gameplay, just to make up for the crappy experience of players less skilled in playing or that are new to the genre. So... I decided to lie. I ran two tests.
And 4 out of 5 times I ran this test, the player told me they feel like they did better and felt more immersed in the experience when using the mapped ranges. Here's a little graph I made to give you an idea of the mapping: (IMAGE) Graph of accuracy mapping This is also how I came up with the 5 accuracy labels that are presented to the players, they were originally
But this was changed to:
Because results showed it made the game more enjoyable. NOTE: Just because these biased values are shown to the player, doesn't mean that they're the values used to calculate the player's score and end of level stats. Those parts of the game are still based on pure skill and accuracy, so this doesn't compromise any of that, it just seems to improve the experience overall for all players. This has just been my experience, I'm not sure how applicable it is to other genres but I'd love to hear your thoughts on it! TLDR: Tuning mechanics is important, but also consider tuning the player. Thanks for reading my first real post here by the way <3 [link] [comments] |
How To Make Movement Physics In Unity Posted: 10 Feb 2018 04:16 AM PST |
As a programmer, are there any benefits to learning 3d modelling software? Posted: 10 Feb 2018 07:56 AM PST Hello, I mostly work in 2d and have very little experience in 3d. Though I plan to stick to 2d for a long while, I'll probably have to adapt to 3d one day. I hear terms like UV maps,rigging, texture atlases thrown around and I don't have any idea what they mean. I've been thinking about picking up basic 3d modelling just to learn the workfow so I can work with artists better. So here are my questions:
[link] [comments] |
I made a demo for my metroidvania platformer. Posted: 10 Feb 2018 07:08 AM PST |
First time solo dev with a dumbass question! Posted: 10 Feb 2018 07:19 AM PST I am making a low poly 3D action adventure game. I am using blender to model and animate, and unity with playmaker to build the game. Should weapon and armor assets all be a part of the player model blend file, or should they have their own separate file? If you have clarifying questions please don't hesitate to ask! [link] [comments] |
Posted: 10 Feb 2018 02:39 AM PST I, as a hobbyist game developer, only really care about being able to play my games with friends and family, which makes fun the utmost goal of my games, not size or content. I recently left behind an old game project and want to return to it, however the main reason I left it was because it did not feel fun. The game was on a 2D plane game with 3D graphics where 2-4 players played as different colored gelatinous forms. The goal of the game was to collect pills to grow, and consume the players smaller than you. Players shrank over time, and could use a dash, that costed size, in return for a fast dash to one side. There were a few maps, each with a special trait that tried to make them each unique. The main issue with the game, besides the bugs that I had yet to resolve, was that it just wasn't fun. Granted I did only share the game with a very small, close, population. This brings me to my question. When you start a game that you think is a good concept. and prototype it out and find that its not fun, what do you do?
As much as I want to have the game be fun, it might just be a bad idea. On the flip side however, the game might be a good idea, and I'm just missing one feature, or one element that makes it fun. Please, don't be shy telling me to scrap it, or that the idea is bad. I just want to know the procedure after an bad prototype, as I am almost completely self taught in the worlds of coding, game design, and the overall processes of making a game. [link] [comments] |
Posted: 10 Feb 2018 12:08 PM PST A while back, I posted this advice. https://www.reddit.com/r/gamedev/comments/6vl57d/my_answer_to_this_question_should_i_pursue_a/ A lot of people responded in that thread and elsewhere, saying, essentially, "Thanks for the positive thinking, but not all good games are successful, and there are plenty of counter examples, so this is not realistic advice." My original post did not emphasize one important point: I did not make any money until my FOURTEENTH game. Yes, that's right, I made THIRTEEN games before that without any financial success. Those thirteen games include four free games, so those don't fully count, but also include NINE financial failures. And the free games were important too, for career development reasons. Those free games included Passage, which continues to be a great calling card ten years later, and Between, which won an award at the IGF. But my iPhone games were supposed to make money, and they didn't really. My Escapist games were supposed to make money, but ended up generating $200 each. I never said "if you make a great game, it will make money." I said, "If you KEEP MAKING great games, and keep getting better and better at what you do, you will eventually make money." There's a lot of talk of counter-examples, but I think most of those are about someone's first game that was a "great game," but didn't take off, and they gave up after that. Building a name for yourself over the long haul is an important part of the "keep making great stuff" formula. Who's going to buy your first game? Don't be shocked when no one does! And is your first game really such an amazing game? Really? My first game sucked.... Well, I'm really proud of it for what it was, but it was my first game. I'm still learning and getting better at this after all these years. The take-home message that some people seemed to miss was this: You're going to fail a lot. Not giving up in the face of repeated, seemingly-endless failure is the hard part. But if you keep making great stuff and don't give up, success will come. Where's the counter example to that? Who never gave up across their lifetime, released 40 amazing games that were all failures, and died a pauper? I still haven't had a huge financial hit eighteen games in. but I've had three games that did pretty well, and one game that did okay. That's a 78% failure rate. Still, the 22% success rate has been enough to keep my family afloat while I continue to not give up as I work on game #19. [link] [comments] |
Posted: 10 Feb 2018 07:10 AM PST |
A discussion on how to organize yourself as a game developer Posted: 10 Feb 2018 05:33 AM PST |
Do you *have* to be incorporated to be taken seriously as an indie? Posted: 09 Feb 2018 09:21 PM PST So I've been working on my project for a little over half a year now, and right now I'm set on having a working demo by the end of summer. It's occurred to me after reading several articles and whatnot that marketing is almost as important, if not even more important, than actually having a good game in terms of attracting a following pre-release. I've read up on how to do the marketing, and while I'm sure there will be a learning curve, I feel confident that I can maintain presence on social media, reach out to journalists, etc. to get publicity for the game. My one concern is actually opening up a full-fledged studio/company. I've told myself repeatedly that I don't want to put any money into game dev as a hobbyist until I'm certain that people want to play the game I'm making. Do I have to be ready to operate as a corporate entity before anyone will actually pay attention to my project, or can I get away without that? EDIT: Sorry if this is the wrong place for this, if there is a subreddit where this will be better received please let me know. [link] [comments] |
Visual scripting framework for unity: Constellation (MIT licence) Posted: 09 Feb 2018 04:27 PM PST |
Unity Editor: Show a draggable point into the scene linked to a Vector2/Vector3 field Posted: 10 Feb 2018 10:11 AM PST |
Posted: 10 Feb 2018 09:17 AM PST |
Which EU school/university for Game dev ? Posted: 10 Feb 2018 11:29 AM PST Hi, I'm 21 and I'll finish my actual courses this summer. After that I would like to learn game Programming as I used to work in IT. The problem is that I live in Switzerland and there is not a lot of schools for that. So, which good game programming school would u recommand to me ? (preferably in Europe) Thx :) [link] [comments] |
A* Pathfinding (first blog post) Posted: 09 Feb 2018 07:03 PM PST Not sure if this is appropriate here... I think it is, this is my first blog post on my personal development blog and I was wondering if anyone would be kind enough to give it a read and provide any feedback. On the writing style, code, anything. The blog post itself isn't meant to be too much of a tutorial or anything, more just something to shove in potential employers' faces, but it would be great if people actually understand what I'm writing about - I don't tend to be very good at articulating myself. Thanks very much to anyone who reads it. EDIT I: here is the link EDIT II: here is a link to the implementation you can play around with [link] [comments] |
Screenshot Saturday #367 - Expert Photography Posted: 09 Feb 2018 07:53 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 the longest you have waited in line for something? [link] [comments] |
What's the best way to learn LUA? Posted: 09 Feb 2018 09:37 PM PST Hello, I am wondering what the best way to learn LUA scripting is. If you have any tutorials that you recommend please link them for me. I heard that LUA is the easiest language to learn for game development. Anything that you guys/girls have that will help me learn the language would be highly appreciated. Please serious responses only. Thank you. [link] [comments] |
Thoughts on Godot Game Engine? Posted: 10 Feb 2018 12:18 PM PST Hello, I recently saw the Godot Engine and see that the graphics are pretty good, lots of coding options, and etc. I am looking for your guys/girls opinions on the engine. Specifically ease of use, learning curve, coding experience, multiplayer capabilities, and so forth. It looks like a good engine although it is fairly new so I am sure that there are some bugs and downsides compared to other engines. Please only serious responses. Thank you! [link] [comments] |
How to dynamically load entities using configuration files with Entity Component System Posted: 10 Feb 2018 08:31 AM PST Hello, I'm making a small RPG game using Libgdx and Ashely (the libgdx's ECS library) and I've come upon a design crossroad, let me explain.
My current scenario is the following: I'm using a factory to create all of the static game entities on game startup, that is the player entity with all it's components (sprite, movement, inventory, stats, you get the idea), items on the floor, spawn zones, npc's and so on. And it's starting to get really messy.
I thought about using configuration files to composite all of my entities. I would deserialize those files and then create each entity as expressed in the file (using java reflection).
I've been thinking about the pros and cons to this solutions but I'm not really sure:
Pros:
Cons:
Do you think this solution is a good idea? Do you have a better one?
There was an other redditor who had exactly the same question as me two years ago.
Thanks! [link] [comments] |
Pseudo coding Inventory System on Unity help(survival game) Posted: 10 Feb 2018 12:11 PM PST The title may be confusing, but basically I want to get a second opinion on how I've thought through my (hopefully to be) inventory system for a practice project I'm working on. The basic idea is this: Create an empty 3D Object titled "Inventory" on player character, then use that as a storage place for items that have been picked up. For example, gun ammo that has been picked up would be moved from wherever it was before on the hierarchy to being a child of the inventory object. Then, in thought, it could be easily tracked what the player has in his inventory and could be recalled easily through UI. Very very basic, I'm also very very new to this, and I'm very very hopeful you guys won't rip me a new one because of how awful of an idea this may be. I'm new to programming and, as I said, this is more for practice in programming and fixing than it is for genuine application in a game. In my mind, I think this would work, but having never a) actually tried it or b) networked a game, I truly have no idea what I'm getting into. Would going about it this way cause networking issues? Any and all feedback is appreciated, id rather learn from people who know it best than get frustrated trying to do it and fail. [link] [comments] |
New here, looking to start my first game. Any tips? Posted: 10 Feb 2018 08:16 AM PST I've followed a coding tutorial many years back on C++ and I've played around with engines like Unity and Unreal. I'm really just wondering where do I begin? What steps do I take, what tools should I use and anything else people want to suggest. This has always been my dream - to develop my own games - and I'd really like to start today. Thanks in advance! [link] [comments] |
What are the graphic capabilities of Leadwerks? Posted: 10 Feb 2018 11:07 AM PST Hello, does anyone know what the graphic capabilities of Leadwerks is now? They have some videos showcasing it but they are a few years old. I want to get a newer representation of them. If anyone has any experience in the engine or have seen a project built with it within the last year or so please show me it. I am looking for 3d games and environments. Thank you! Please only serious responses. [link] [comments] |
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