Godot Engine - Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0 |
- Godot Engine - Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0
- I just released my first game on Steam! :D
- Wolfenstein 3D's map renderer
- Humble 'Code Your Own Games' Bundle - Pay What You Want for over $500 worth of programming books!
- Honest feedback on my portfolio. Please!
- I Want to Create a History Game. What's Your Opinion?
- Super useul machine trained software to upscale resolution of images. Using Caffe and Nvidea CUDA
- Titanfall 2: How Design Informs Speed
- Making An Engine 3: Networks Suck (Part 1)
- Dev's wife, who tried to correct crunch culture in EA
- Which channels or services, whether free or paid, do you find effective in promoting your mobile game(s)?
- Feel free to use the tune we made in any of your projects
- I want to make a J2ME (MIDP-2.0) game, anything I should be aware of?
- Can I hide my steam page before release but only show it to certain visitors?
- How was Refunct marketed?
- Are these numbers typical for install/uninstall stats on Google Play?
- Which tools do you recommend for this kind of game editor?
- What are the differences between bgfx, irrlicht and OpenGL?
- We launched our first Kickstarter (yay) but we get feedback that the game is "ready" (it is polished but far from ready) what could we change?
- Game development books up for grabs
- Encompassed is done, and released!
- Unreal vs Unity - Lightmap bakes
- Random advice on how to survive as an indie studio
Godot Engine - Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0 Posted: 27 Feb 2018 08:02 AM PST |
I just released my first game on Steam! :D Posted: 26 Feb 2018 07:17 PM PST So I've been working on my first game for awhile now, since about July, and today I finally released it to Early Access on Steam! :D Early responses are mixed, but generally positive. I'm really excited about this as I haven't put anything out there since the Half-Life 1 mod days - and nothing this big before or that was 100% mine either. Really exciting. Terror is a form of excitement, right? Yeah. Exciting! [link] [comments] |
Posted: 27 Feb 2018 12:49 AM PST |
Humble 'Code Your Own Games' Bundle - Pay What You Want for over $500 worth of programming books! Posted: 26 Feb 2018 01:29 PM PST Unpartnered Humble Bundle link I just love when the book bundles are about coding. $1 tier:
$8 tier:
$15 tier:
[link] [comments] |
Honest feedback on my portfolio. Please! Posted: 27 Feb 2018 08:14 AM PST Gamedev community, I just want a honest feedback in my portfolio. Currently I am doing modeling, texturing and lighting. I am just working my way up to learn UE4. As of now what do you think I can add more? I want to be a Environment/Props Artist. My portfolio: princemandal.artstation.com Thank you for time. [link] [comments] |
I Want to Create a History Game. What's Your Opinion? Posted: 27 Feb 2018 03:11 AM PST I have always been interested in developing a game. I've just never got around to it. Whether it was because I could never find time or it was too ambitious. Recently I've been really interested in events in history like the American and French Revolution. I've been thinking about creating an RPG game that takes place in the American Revolution. It would be a 2D pixel art game. You would start out as a soldier for either America or England (Both of the countries has a different final outcome for the story). You would be sent out to fight in different iconic battles that took place in the war. If you preform well in battles you'll get promoted. Whatever rank you have in the army by the time all of the battles are finished will affect the outcome of the story. It would also give you facts throughout the game about the war. So it would almost be like a history lesson in game form. I'm not sure about the idea which is why I've turned to reddit. Any feedback I can get is appreciated. [link] [comments] |
Super useul machine trained software to upscale resolution of images. Using Caffe and Nvidea CUDA Posted: 27 Feb 2018 10:04 AM PST |
Titanfall 2: How Design Informs Speed Posted: 26 Feb 2018 10:54 PM PST |
Making An Engine 3: Networks Suck (Part 1) Posted: 26 Feb 2018 07:56 PM PST https://www.zerosumfuture.com/blog/2018/2/26/making-an-engine-3-networking-part-1 Our lead developer at Plungerhorse has an ongoing series about the technical challenges we've run into during the design process of Zero Sum Future. The previous entries focused on graphics programming, but this week we're looking at how we learned to love the networking. Hopefully this blog entry can serve as an introduction to online play for devs who haven't struggled with the topic as much. [link] [comments] |
Dev's wife, who tried to correct crunch culture in EA Posted: 26 Feb 2018 03:15 PM PST |
Posted: 27 Feb 2018 12:17 AM PST I'm fully aware that having an interesting game is a necessity for acquiring players, but it's also important to have a good marketing strategy to survive in today's competitive market. So let me know your experience. Thanks in advance for your help. :) Have a great day. :) [link] [comments] |
Feel free to use the tune we made in any of your projects Posted: 27 Feb 2018 08:24 AM PST |
I want to make a J2ME (MIDP-2.0) game, anything I should be aware of? Posted: 27 Feb 2018 04:28 AM PST So I've bought a Sony Ericsson W810i and decided to make a J2ME game for it because it seems challenging and interesting. For now, I've installed Sun WTK 2.5.2 and managed to compile the samples on Linux. Now I'm reading the MIDP-2.0 specification document. Are there any good free resources for J2ME game development? [link] [comments] |
Can I hide my steam page before release but only show it to certain visitors? Posted: 27 Feb 2018 08:09 AM PST So when I put my game on steam (waiting for approval) I can easily hide it from the public but show it to others right? I want my marketing company to be able to edit it and help me set everything up and have other people see it and give me feedback beforehand so we can easily publish it at the time of release [link] [comments] |
Posted: 26 Feb 2018 09:33 PM PST Refunct is indeed a charming little game, but I absolutely would have scrolled by it without giving it a second glance had it not been so popular. It' the 2nd—if memory serves—game published by the developer (Dominique Grieshofer). (Though, one could argue it's the first, since it seems to be a minimalistic revamp of Refunktion.) So, how did Dominique market it? I've seen its short review on Rock, Paper, Shotgun, but the writer says they stumbled upon the game. Did Dominique send press kits? Did he advertise is on social media? Or was it a lucky hit, similar to (but much smaller in scale than) Flappy Bird? What strategy/strategies did he employ? [link] [comments] |
Are these numbers typical for install/uninstall stats on Google Play? Posted: 27 Feb 2018 07:28 AM PST I recently released my second game on Google Play and thought it was pretty fun. Non-intrusive ads, runs fairly well on most phones. Gameplay seems enjoyable. Yet I've been paying for a bit of advertising and it seems most people who install the game uninstall it right after. It seems a bit depressing that I can't get past about 50 active installs. Are these numbers typical for installs/uninstalls or is there something wrong? Here is the link to my release thread, as per /u/pencilking2002's suggestion. [link] [comments] |
Which tools do you recommend for this kind of game editor? Posted: 27 Feb 2018 11:12 AM PST (I know I can use a spreadsheet but I have some features they don't have) In videogames often a stage will be represented using text, for example a tetris game could represented like this: Many games could use a simple text representation. I want to create my own text-stage editor with python, and I was wondering which tools would you use, and why. Thank you. [link] [comments] |
What are the differences between bgfx, irrlicht and OpenGL? Posted: 27 Feb 2018 10:51 AM PST As I understand it OpenGL is very near to the hardware while bgfx and irrlicht both abstract away already some stuff. How do bgfx and irrlicht compare to each other? And do they relate to OpenGL somehow? I am writing a 2.5d game, a tile-based platformer. So the map is just a 2d-array of cubes which I need to stack and then I need to animate people and animals walking on these cubes. How much time would I need to invest with each of the above frameworks to get the graphics for such a game working? [link] [comments] |
Posted: 27 Feb 2018 02:50 AM PST Hi. I'm in troubles. We prepared our Kickstarter, polished the maximum of things we could to make a good impression and launched it yesterday. After asking for feedback to different kind of people, they said that the game seems to be "finished", arts are nice, the game is ready. But even if English is not my native language, I'm pretty sure we are mainly talking about what we want to do, what we plan to do, and what exists. The gap is pretty huge and I just can't handle why people are telling us this when I see other Kickstarters campaigns far more polished. Any help/feedback would be very helpful. What should we change? Push the "why kickstarter" in the first position? Showing ugly preview of the game instead of polished ones? How can we show that the game is polished but not finished better than that? Thanks [link] [comments] |
Game development books up for grabs Posted: 27 Feb 2018 10:17 AM PST I've just seen this on the Humble Store that there's quite a few game development books going pretty cheap. Obviously you need to pay a bit more than the base rate to get all the books, but the price of them on their own is far more than the cost in this bundle. To be honest, the book on how to program an RPG in a weekend is pretty enticing! Anyway, the bundle can be found here [link] [comments] |
Encompassed is done, and released! Posted: 27 Feb 2018 10:13 AM PST Hey I just wanted to say thank you to everyone on this subreddit for your enthusiasm for game development. Our game at drop everything games has just released last week and things are going well! I just wanted to say that it is possible to finish one of these things, sometimes its really discouraging to be developing game and nerve racking to publish. But it's entirely worth while to do so! I'm not talking financially, at least not yet, but for me having a finished product that I'm extremely proud is really rewarding. The greatest thing to see is other people playing and enjoying my game. Have a great day everyone! :) www.dropeverythinggames.com [link] [comments] |
Unreal vs Unity - Lightmap bakes Posted: 26 Feb 2018 03:10 PM PST |
Random advice on how to survive as an indie studio Posted: 27 Feb 2018 10:06 AM PST |
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