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    Sunday, February 4, 2018

    Has anyone ever created entire levels in Blender?

    Has anyone ever created entire levels in Blender?


    Has anyone ever created entire levels in Blender?

    Posted: 04 Feb 2018 02:34 AM PST

    I've nearly got a working 3D game engine. The only thing that's missing is loading scenes (I can run around in programatically loaded scenes).

    I'm kind of reluctant to build a scene editor myself, so I was looking into Blender. My main concern is that it seems impossible to reuse assets across levels if Blender is used as a scene editor.

    Has anyone ever created entire levels in Blender? That would include importing meshes, lightmapping the entire scene, adding "marker" objects such as enemy/player spawns, etcetera. I was wondering, if anyone replies, whether every level would be built from scratch, or if reusing assets is possible.

    Perhaps a better question is this: I have worked with Hammer and UDK before, and some Unity. But I was wondering how levels from AAA games like Overwatch and Wolfenstein are designed. Is this in a proprietary scene editor?

    submitted by /u/RaptorDotCpp
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    When am i competent enough to apply for a game programming job?

    Posted: 04 Feb 2018 04:34 AM PST

    Hi. I was wondering when I will be considered as "OK" to apply for a game programming job in the industry.

    I have uploaded a unity mobile game (match-3-style) to google play in 2014. Coded with basic C# (didn't even use inheritance). sprites were made in GIMP.

    So is this experience good enough? or do i have a long way to go. Thanks!

    submitted by /u/buzzlightyear77777
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    Best art style aside from pixel art for non-artist, and program(s) to use?

    Posted: 04 Feb 2018 07:57 AM PST

    I'm sure this has been asked before, but all the ones I find leave out the "aside from pixel art" part, so the answers are all pixel art.
    I don't love pixel art and would love to try another style. I see some pretty cool looking 2d games out there that aren't hyper-realistic or super complex looking, but I don't really know what kind of art it is, what tools are used for them, how hard they are, etc. Would just love to be pointed in the right direction to get me started. I'm more of a programmer but want to be self-sufficient while I learn/for my first game before even thinking about asking anyone to join me.
    Thanks!

    submitted by /u/werdnaegni
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    Unity3D: Gang Beasts Physics 101 - How to Assemble an Active Ragdoll - Subtitles Available

    Posted: 04 Feb 2018 09:20 AM PST

    Hypothetically, how difficult would it be to recreate 2D games from the late 90's/early 2000's?

    Posted: 04 Feb 2018 06:20 AM PST

    Could it be done with a much smaller team and perhaps a smaller timeframe? How long would it take an indie team now to create Diablo II?

    VSTs ( virtual sound libraries ) have come a long way. It only takes one composer in his bedroom to produce beautiful scores that, to the untrained ear, are indistinguishable from professionally produced live orchestration. I'm not an artist but I'm sure graphic design has made similar strides in technology. Could one, or just a few artists create enough art fast enough to get such a game out in a reasonable amount of time? And I'm not a programmer either, but what about that side of things?

    submitted by /u/perfectquality
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    Explosion sprite sheet generator tool ?

    Posted: 04 Feb 2018 06:04 AM PST

    Does anyone know where to find a tool that lets you generate a spritesheet for explosions that support something likes rows/columns (frames) number, export to PNG (need alpha) and if possible also some customization, either via GUI or config file ?

    I was able to find 3, but one can also save only bmp (= useless), another one creates one file per frames (i dont want that) and the last one that is basicly fullfilling my needs is creating explosions with way to high saturation and is lacking more defined customization optiions.

    Anyone ? thanks

    EDIT my finds online, outputs zip file with a shotton of single frame files - not recommended http://explosiongenerator.com/

    download, very limited options, only bmp, only 4x4, not recommended http://www.positech.co.uk/content/explosion/explosiongenerator.html

    the one im curently using, also download, outputs spritesheet 4x4 to 16x16, png/alpha, limited custom settings. https://www.saschawillems.de/?page_id=253

    submitted by /u/WillBurnYouToAshes
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    How do you handle real time multiplayer, or give the illusion of, with high latency? Namely mobile

    Posted: 04 Feb 2018 03:35 AM PST

    Kind of just looking for some high level concepts here. I've been a developer for >10yrs but I've never built a game and most of my work has been web related.

    Would the best way to just set server ticks at 1 second intervals or so? Or are there better tricks? This is the only thing I can think of, but I feel like it would be challenging to make it feel responsive to the player.

    I notice that there aren't a whole lot of real time multiplayer games out there for mobile, at least not PVP focused, and I wonder if this challenge is the case.

    The game I am wanting to design could easily get away with 1 to 2 second server ticks, process everything, then send the updates back to the client to keep everyone on equal standing. But surely there is a better way.

    What are your ideas or suggestions? I'm ok with player perception tricks or tips too.

    submitted by /u/KillerNo2
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    How to properly create a pixel-type font and convert it to TTF?

    Posted: 04 Feb 2018 06:57 AM PST

    I'm making a clone of an old Commodore 64 game and I would like to use the same font that is on the Commodore. I've used fontforge to make an exact replica of the pixel-type font, but Godot won't let me import that no matter how I save it.

    Instead, it would appear that I need to trace each pixel such that it can be exported as a vector TTF. This seems like a waste of time as the pixel data is already there and just needs to be overlapped with a vector.

    I've tried using autotrace and potrace with fontforge, but it just generates a very ugly, curvy, sometimes completely distorted image and generally doesn't work. I am not going to use a pre-made font as every font I've found online is under a license that I cannot agree to.

    How can I take my existing pixel font from fontforge and convert it to a vector TTF? Or is there a better way to export this such that it can be imported by Godot?

    submitted by /u/7he404guy
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    A list of indie mobile games to study and why.

    Posted: 04 Feb 2018 11:14 AM PST

    All these games are made my fairly small teams in a short period of time (less than a year). All are exceptional quality across the board. Given this, I'll only talk about "that one thing" about the game you should really study/internalize.

    PSA: The tips/takeaways in this list seem "obvious". But again, the games below do an exception job, and it kind of needs to be "experienced".

    These games should also give you some context about scope and quality (within a short time frame). If you can't see yourself building one of these games in a relatively short period of time, go back to some fundamentals and practice those before attempting a full blown game. This advise is of course for people who are really serious about getting a game released and making money off of it. If it's just a hobby thing, just have fun :-)

    Chameleon Run: When you get a "game over", you are able to get back into the action right away.

    Sword of Xolan: Landscape game. And it has digital controls. This is a really bad combination in general. But, they do such a fantastic job with it. It just feel really really good.

    Threes!: Fantastic tutorial. It doesn't feel like a tutorial at all. Really enjoyable.

    Alto's Adventure: Another fantastic tutorial.

    Almost a Hero: They do a really great job of presenting rewarded ads that you can't help but click.

    Space Team: Looks aren't everything. This game looks so silly, but it's lots of fun. Really unique gameplay.

    Downwell: This is what a twitchy arcade game should feel like on mobile. Portrait mode, nice large buttons, incredibly tight controls.

    OPUS: Does a really great job of providing you a "free to start"/paywall experience. It's tasteful. Another game called INSIDE does a fantastic job with the "free to start" approach.

    Reigns: Great mobile controls. It's essentially a text based game, but doles out narrative in a piecemeal fashion (people will actually read it). Don't do walls of text on mobile.

    Doug Dug.: Fun, simple, addicting game mechanics. Great swipe based controls. And most importantly, a solid solid portrait game (again, try to avoid landscape on mobile).

    submitted by /u/amirrajan
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    I'm a programmer struggling with animation and texturing.

    Posted: 04 Feb 2018 02:01 AM PST

    I'm working with Unity and I'm using Blender for my models. However, I find Blender's animation workflow tedious and not very intuitive, especially when working with IK.

    Is there some affordable software which I could use to animate my characters more easily?

    Also, texturing inside Blender seems pretty buggy - brushes tend to apply color to invisible faces, tablet pressure doesn't work, etc.

    Is there any affordable software that could help me out?

    submitted by /u/Anubit-x64
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    The aftertaste of the game - where to move next?

    Posted: 04 Feb 2018 09:43 AM PST

    For GitHub Game Off 2017 I made simple arcade with gesture recognition - AntiPacMan (Gameplay video). Player need to defeat PAC-MAN by drawing its symbols. In general, the audience positively assessed the format and style of the game. But interest in the game fades.

    How can I better develop this game? What would you like to see in such game?

    submitted by /u/vmikhav
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    Wanted something different to announce the release date so made a live action trailer :)

    Posted: 04 Feb 2018 07:30 AM PST

    Dash effect I made for my indie underwater roguelike yesterday

    Posted: 04 Feb 2018 12:11 PM PST

    2 years ago I did a twitch series covering card game development with UE4. I have decided to pick it up again but this time with much more lofty goals as the game is now multiplayer! Here is a quick catch up video.

    Posted: 03 Feb 2018 05:42 PM PST

    Best Score system for an endless runner...

    Posted: 03 Feb 2018 10:41 PM PST

    Endless runners seem to always base their score systems on distance traveled. I'm working on designing a game inspired by endless runners but with a newer twist on the beaten to death genre.

    The game is for kids so it's being kept fairly simple. But the score is based on how many stars you collect along the way (instead of distance traveled). Is this a huge mistake to stray away from a proven system? Is there a reason all endless runners scores are based on distance?

    submitted by /u/jonathansheklow
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    Printing download cards for a Demo?

    Posted: 04 Feb 2018 11:05 AM PST

    So I'm releasing a demo version of my game and some local independent game stores have agreed to give out download codes for it. However, how would I be able to print them? Does itch.io offer printing services for codes?

    submitted by /u/rizzoislandgame
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    Royalty Free Music for your Projects - Part 2

    Posted: 04 Feb 2018 10:56 AM PST

    Hey guys! Due to the large positive response to my previous post, I have decided to give more royalty free music for you guys to use! Once again feel free to use these tracks as you wish. Credits go to "Gravity Sound". Let me know if you guys would like to see more of these types of posts in the future. Excited to see what you guys can come up with and feel free to share your project in the comments!

    Tracks:

    https://youtu.be/qY7QN8xRUKM?list=PLgmq-Tu_d08fRmdghZ7HPfHB0D6P0TzKE

    https://www.youtube.com/watch?v=YCxG0FSIitM&index=6&list=PLgmq-Tu_d08fRmdghZ7HPfHB0D6P0TzKE

    https://youtu.be/XGpVZCb1bEs?list=PLgmq-Tu_d08evsklzxaaaKUHJqdFEmTAl

    https://youtu.be/aaa5oppkZgI?list=PLgmq-Tu_d08evsklzxaaaKUHJqdFEmTAl

    If you like what you hear, feel free to browse my channel for more royalty free music:

    https://www.youtube.com/channel/UCQ7Xmyu6eXpJfkEoMtRMv1w?view_as=subscriber

    Previous Post:

    https://www.reddit.com/r/gamedev/comments/7uw8y9/royalty_free_music_for_your_projects/

    Cheers!

    submitted by /u/CanadianHerb
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    Fancy furniture for games

    Posted: 04 Feb 2018 10:50 AM PST

    Simple multiplayer

    Posted: 04 Feb 2018 10:15 AM PST

    I'm trying to make a very simple multiplayer game.
    Currently I have everything set up using the multiplayer HLAPI, with Network transforms.
    But I feel like this is way overkill for my game.

    To give you a simplified idea of my situation:
    4 players
    10 spaces on a board
    Players can move anywhere on the board.
    No validation between players needed.

    Currently each player handles his own movement from space to space and this is communicated using the Network transform component. Much simpler and smoother would be if I could tell each player's board that piece x is moving to spot y, and they handle the movement each on their own.

    How would I do this?

    submitted by /u/fusedotcore
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    RawSalmonEngine - An open source game engine utilising "Tiled" map files

    Posted: 04 Feb 2018 10:12 AM PST

    Mobile Game Dev Using Ruby, Emacs (Evil), TMUX, and iTerm #gamedev

    Posted: 04 Feb 2018 09:59 AM PST

    Requesting Game Design Ideas

    Posted: 04 Feb 2018 09:37 AM PST

    I made this prototype this past month around the theme of mall building. (video here https://drive.google.com/open?id=1-lhDlUr1MMDR_CroC8UCXM0MxqstukS0 )

    Right now, there are no fully fleshed out rule of gameplay, and I'm requesting your help to try to define them. I am ready to implement here any relevant ideas. Thank you!

    submitted by /u/tr0mat0m
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    Only took 1yr or was 10?

    Posted: 03 Feb 2018 04:00 PM PST

    TL;DR:

    We finally released our game that we started 10 years ago.

    I owe a big thank you to this community. While I don't post often, I read daily and the insights I gain are invaluable.


    The Long Version:

    So did it take one year or ten? Well that depends on how you look at it.

    About ten years ago we started working on a game we creatively called Tanks. It was a simple pvp game where you each had a clip of 5 bullets and then you would choose one additional skill. I felt like I should write my own physics engine instead of using Unity's. I decided to write a lot of custom networking code instead of using a default engine. In short the scope was out of control. It was amazing we got anything working at all. We did get it to work good enough for the 4 of us to play, but we had to use physical lan cords or else the game wouldn't work. My physics engine wasn't at all optimized so it would often slow the game to a crawl. While it was really fun for us, the scope killed us and we scraped the project.

    So we decided to start small as was suggested. We made a very simple mobile game called Cargo Dash. It was a fun little game where you tried to keep cargo in a truck. Since it was simple we were able to complete it without issue and release it to the app store. The problem was, that this wasn't a game any of us would play. We loved getting together to play multiplayer games with a lot of complexity. So by the time we finished Cargo Dash, we were already burnt out. We had spent a lot of effort on a game we would never purchase or really take the time to play in real life. We didn't even share it with our friends when it released because we had already stopped caring.

    So next we decided to make a tower defense game, because we do in fact like tower defense games and that was probably the simplest we would play. But we ran into a similar problem. We were getting tired of the game before we had finished it. And after a failed kickstarter we scraped it.

    Next we tried to make an rpg we lovingly called Final Bauldasy, named after our two favorite games growing up: Final Fantasy 7 and Baldur's Gate. We got pretty far in the main engine, but adding multiplayer was destroying us, and we were starting to realize that we just didn't have the time and manpower to write and act out a compelling story with no budget and just our own time going in. So we scrapped it.

    Finally we decided to do Tanks again. We really had a lot of fun with it before even though we had to connect with physical lan cords. We hoped we could keep the scope small this time and actually finish. About a year and a half later we managed to keep the scope down and have released on steam on early access with the name Armored Evolution!

    Regardless of what people say about it, or how much money it makes. I am so proud of what we accomplished. In my opinion it is an excellent game that I have spent many hours playing and will spend many hours to come.

    submitted by /u/jasonejolley
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