• Breaking News

    Wednesday, February 21, 2018

    I made a game that lets you shoot at any person's realtime tweets.

    I made a game that lets you shoot at any person's realtime tweets.


    I made a game that lets you shoot at any person's realtime tweets.

    Posted: 21 Feb 2018 12:17 AM PST

    Its a space invaders parody that I'm calling Personal Space Invaders, if the name isn't taken. It uses the Twitter API to bring the tweets to the screen. But before that happens, a sentiment analysis is conducted. Bad words are color coded, and the more negative a persons past 30 or so tweets were, the harder the difficulty. You can shoot each individual character too! There are power ups and all that fun nonsense. The only thing missing is the difficulty scaling. It's pretty much going to be either "avoid the traps" or "the tweets shoot back", but I'm open to ideas. I will have some pictures tomorrow for WiP Wednesday. I mean today; its tomorrow already. Uh... yes lets shoot some tweets, goodnight.

    Furthermore, it can be tested as soon as tomorrow night if anyone would like an exe, otherwise it will probably be free on Steam next month and hosted on my resume/website/thing. I can port to any OS for testing so long as Unix is still Apple's identical twin (I can only build the exe on Ubuntu and Windows, therefore I haven't tested any Mac builds, but Unix is as Unix does. although come to think of it I could use one of those mac desktops at the local university).

    Boy I'm sleepy

    submitted by /u/YoshiDzn
    [link] [comments]

    Great article on creating simple pixel art textures by Slynyrd

    Posted: 21 Feb 2018 07:04 AM PST

    Explaining the basics of what sound design for video games is

    Posted: 21 Feb 2018 02:15 AM PST

    What 3 years of indie gamedev looks like!

    Posted: 21 Feb 2018 08:57 AM PST

    Why we went itch.io paid beta but not Steam Early Access, and what #4 on itch.io actually means

    Posted: 21 Feb 2018 06:17 AM PST

    Exactly 38 years ago – HAL Laboratory, INC. started their career in game development and brought numerous Nintendo classics and series that we enjoy up to this day.

    Posted: 20 Feb 2018 09:34 PM PST

    I finished my first game while working full time!

    Posted: 21 Feb 2018 09:35 AM PST

    Not here to promote, but just to hopefully provide motivation to some people!

    I've been working full time, 44 hours a week, but managed to make a game in the mean time and it just released on Steam today :) If you have doubts about whether or not you can do it, just remember to keep on trucking! It's okay to take breaks for a week every now and then, your mind and body needs it, but push through and eventually you'll finish one, too!

    Will be doing a proper, full post-mortem later on reflecting on the entire project but I just wanted to share my happiness!

    submitted by /u/Flyinpig5
    [link] [comments]

    WIP Wednesday #85 - The Second to Last Jedi

    Posted: 21 Feb 2018 04:45 AM PST

    What is WIP Wednesday?

    Share your work-in-progress (WIP) prototype, feature, art, model or work-in-progress game here and get early feedback from, and give early feedback to, other game developers.

    RULES

    • Do promote good feedback and interesting posts, and upvote those who posted it! Also, don't forget to thank the people who took some of their time to write some feedback or encouraging words for you, even if you don't agree with what they said.

    • Do state what kind of feedback you want. We realise this may be hard, but please be as specific as possible so we can help each other best.

    • Do leave feedback to at least 2 other posts. It should be common courtesy, but just for the record: If you post your work and want feedback, give feedback to other people as well.

    • Do NOT post your completed work. This is for work-in-progress only, we want to support each other in early phases (It doesn't have to be pretty!).

    • Do NOT try to promote your game to game devs here, we are not your audience. You may include links to your game's website, social media or devblog for those who are interested, but don't push it; this is not for marketing purposes.

    Remember to use #WIPWednesday on social media for additional feedback and exposure!

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.

    All Previous WIP Wednesdays

    submitted by /u/VarianceCS
    [link] [comments]

    Any suggested alternative to the Gatcha system?

    Posted: 21 Feb 2018 09:20 AM PST

    What is a good alternative to the gatcha system? Gatcha lets every player feel special (you and your friends will have different inventory) while allowing a place for whales to...whale.

    I see the charm of it but I don't like it as a player. I'd love to hear everyone's idea! (We don't want our games to follow this disgusting trend.)

    Thank you all!

    submitted by /u/LordOfSwine
    [link] [comments]

    Vigilante Game Framework - C++ 2D Framework now at version 1.0.

    Posted: 21 Feb 2018 04:40 AM PST

    Available on GitHub

    Less than a year ago I posted the source code online just out of interest and I got a good response. Since then three games have been released using this framework and several updates have been made.

    • The main project has been updated to run with C++14 minimum support. Mainly because of the use of unique pointers.
    • VRandom now uses Mersenne Twister instead of Random_Device for multiplatform support.
    • The VContent class now disposes of assets like Textures, Fonts etc directly with unique pointers. Previously code would make a new version after load.
    • The 3D Graphics Renderer now uses Modern OpenGL with GLEW and GLM support.
    • Additions to sprite animation and text rendering.

    Feel free to provide feedback on either the code or functionality. Requires SFML 2.4 or greater to run, any other dependencies should be in the VFrame/depend folder.

    submitted by /u/gamepopper
    [link] [comments]

    how do i find people to work with on games?

    Posted: 20 Feb 2018 11:04 PM PST

    As i am a one-man-army right and I am working on a prototype for a game concept i have, but i am not that good at art or music and i would rather just do the coding instead of doing everything myself.

    There also are not many people in my area that are into game development/ have the skills required to help me in a meaningful way.

    As a side note I also have been doing this in my spare time and don't have much of a budget right now.

    So, what ways do people usually find people to work with/team members when they plan to turn a prototype into a full game?

    submitted by /u/Rubberduckycooly
    [link] [comments]

    Did anyone try Lumberyard?

    Posted: 21 Feb 2018 05:23 AM PST

    Just a beginner in game dev. Want to make a simple and a relatively complex and AAA graphics game (or try). I've tried Unity and feel pretty comfortable with it. I have some experience with C++, but none with C#, although it seems quite easy. I wanted to know if Lumberyard is suitable for a beginner, given it's free. Unity's subscriptions are not all that expensive, but being a solo indie developer, I'd prefer the free option. However, I don't want to compromise on quality. So what do you suggest?

    submitted by /u/NervousRing
    [link] [comments]

    Unleashed - an oldschool indie RPG about sins and virtues (demos for Windows and Linux)

    Posted: 21 Feb 2018 09:45 AM PST

    Hi.

    Long story short: I've been leaving the IT companies world to live the dream of indie game developer. Unleashed is my first big project, and it will probably define how I'll live in the future. That's why I've made a demo that you can download to test Unleashed in its current state. See below for the links.

     

    Full story: I believe I'm not the only one in my case; living games as a passion since my childhood, dreaming of making my own someday. I've done my best to go towards this goal, and I ended up in an IT engineer school. I've been able to learn a lot until I got my diploma, but the internships I had left me with a weird feeling. I was like "is this really what I wanted to do? I mean, this has nothing to do with game development, and... I don't feel like I belong here".

     

    I've still tried to continue this way, while making video games on my spare time. But then Unleashed appeared in my mind. At first, it was just developed as a hobby. Then, I started spending all my time on it, putting all my guts in it even though it killed what was left of my social life. I was in an IT company and I told myself "I'll never be enjoying it. I can't continue like this without trying to do what I want". But you know, I had constraints: parents that paid studies so I get this diploma, girlfriend that expected me to have a good salary... So living as an indie was a social suicide.

     

    But I did it. I left my job, endorsed my responsibilities in front of my surrounding and said "Let me give this a try. I don't want to live like this if I haven't even tried to do my thing". I didn't tell the entire truth though. It's hard to say to your family that even if you have pretty much everything to be happy, you kinda feel depressed. Because everyday I was telling myself "So is that my life?". It can seem stupid to complain knowing that some people live way worse than I do, but I was like "Why couldn't I be happy? I'd like to try". Being a 9 to 5 employee would not allow me to find happiness, while spending dozen of hours and even working at night would be fine if it is for game development.

     

    And that's where it led me now. Almost a year later, Unleashed has reached a state where it can be shown to the public, and hopefully you'll feel all the efforts that were put in it. There are two versions: one for Windows and one for Linux.

     

    To talk just a bit about Unleashed, it is a 2D RPG set in a dark fantasy world. You'll find traditional RPG elements such as open world exploration, inventory and team management, but also sandbox features like crafting, harvesting, housing. The battles are turn based, and you will use creatures representing either a sin or a virtue to fight in 3v3 battles. We've decided to replace the traditional fire/ice/water elements by sins & virtues. It is of course still a dev build and you should expect bugs and unfinished elements.

     

    If you want to take a look at what the game looks like: Game's early trailer

    First link: Demo for Windows

    Second link: Demo for Linux

    Thanks for reading my text, and also thanks a lot to those who will give a try to the demo.

    submitted by /u/Yozamu
    [link] [comments]

    Why we added local split-screen co-op to our game in the "online gaming era"

    Posted: 21 Feb 2018 07:33 AM PST

    My indie story so far

    Posted: 21 Feb 2018 06:23 AM PST

    Hello everyone, I'm Russ.

    Let me set the scene...

    Some 28 years ago (so 1990 - wow) I got my first ever computer - a sparkly Commodore 64. This made me a geek. All my friends were buying Sega's. I'd like to say that it was because I wanted to write games there and then. In reality, Father Christmas chose at random. But I should thank him.

    I spent many more hours that Christmas day asking my auntie to write lines of code. In the end, a blue hot air balloon type of image traversed the screen for a couple of seconds. My auntie's frustration was evident. But i was blown away and it changed my life forever.

    I spent the rest of my childhood coding the "next big hit". It had become my dream. The Commodore 64 became the Amiga 1200, which then became a PC. Endless football/soccer management simulations were written but alas, the app store did not exist.

    Then life happened.

    But now, we have the App Store and the Play Store. The child in me has been reborn. No, that's too deep. Nevertheless, you can imagine my excitement.

    And so, after various other attempts, I bring to the world my third proudest achievement at the age of 34 (at time of writing). Ladies and gentlemen, I give you the last puzzle game you will ever need. Perhaps. But seriously, go play Taps. And then Circix, because you might like it even more!

    From the child within, let me express my sincere gratitude for even considering playing my games. I hope you enjoy them as much as I did making them for you.

    Very kind regards,

    Russ King (www.kinorogames.co.uk)

    PS. First proudest was the birth of my daughter Abirose. Second proudest was getting married and gaining both a wife and daughter, Jo and Beth. Thank you girls.

    Thanks for reading.

    submitted by /u/kinorouk
    [link] [comments]

    Unity vs Godot for a 2D game?

    Posted: 21 Feb 2018 11:53 AM PST

    I recently started making a game in Unity before hearing about Godot and I'm wondering which I should use moving forward. I've heard that Godot is simpler, so my biggest concern is whether or not that means it's more limited than Unity. I have ~2 years of programming experience from university so I think I'd be comfortable coding in either engine, and so far I'm not too overwhelmed with Unity. I've heard that Godot has a better 2D engine so that's a plus, but other than that I'm not really sure what the major differences are.

    submitted by /u/bassinastor
    [link] [comments]

    Im creating an instagram engagement group To help gamedevs promote their stuff(read details)

    Posted: 21 Feb 2018 11:16 AM PST

    For those who don't know what an engagement group is:

    An engagement group is basically where accounts in the same "niche" (in our case gaming related etc...) like and comment on each others posts, thus boosting our posts in your personal followers feed. Instagrams algorithm ranks post based on who liked/commented them and how many likes/comments they received.

    So if you have 500+ followers please comment instagram name to join!

    submitted by /u/Brie_M
    [link] [comments]

    Is this really common to clean the code?

    Posted: 21 Feb 2018 07:25 AM PST

    Hey there.

    I've been following gamedev discussions and indie related topics on Facebook, and it appears that some people clean their code regularly.

    I mean, some just don't comment the code at all, some prefer planning everything on paper before to have something clean, some go straigth to coding and see how it goes after...

    What method do you prefer? I believe that the optimal way is to plan it so you don't have to clean it after (if it's even possible), or to write and clean as you add features.

    Because personally, I rarely clean my code; I leave it as it is, even if I know there may be room for improvment. Not really speaking about performance here, but maybe more about visibility and readability

    submitted by /u/Yozamu
    [link] [comments]

    Object Oriented game architecture question: to singleton or not to singleton?

    Posted: 21 Feb 2018 10:54 AM PST

    Hello everyone,

    I'm reviewing an old "game engine" project I was working on a few years ago in TypeScript. I am trying to learn from my mistakes.

    One thing that shocks me looking back is that I managed to do everything without using any singleton. I am wondering how much of a good thing that is and if maybe I pushed it too far.

    For example, I am using a Profiler object that records timing of pretty much everything : time taken by AI, pathfinding, HUD render… But since I use it everywhere without any singleton, I create it in the initial game object and basically bring it around everywhere.

    I did the same thing with e.g.

    • the resource loader, since I want to have a cache consistent across the game
    • game configuration, since virtually all parts of the engine read from it

    This results in very heavy constructors! (or setters, or builders)

    On the other hand, if I was to start 2 instances of the engine in the same page (it's web based) I wouldn't have any conflict between them.

    How reasonable does this approach sounds to you? do the heavy constructors just show that my code was badly structured, and that components should have less interdependence? or is it a common side effect of object orientation?

    submitted by /u/MasterScrat
    [link] [comments]

    What is a good, stable 2d game engine?

    Posted: 21 Feb 2018 06:06 AM PST

    I'm only really aware of stencil, I figured 8 bit NES graphics would be a good limitation to have when building a game, but NES editors seem to restrict the palette to 4 colors at a time, which is too much of a limitation.

    submitted by /u/_BitMason
    [link] [comments]

    Back with more free assets! Low Poly Flintlock Weapons

    Posted: 20 Feb 2018 05:00 PM PST

    Hey r/gamedev!

    After the great feedback on my first asset pack, I decided to create another. Am on a bit of a pirate history kick at the moment, so I've put together four flintlock weapons to go with the previous bladed weapons pack!

    It includes 4 complete weapons, each with various moveable parts (triggers, hammers, ramrods, etc). All the models are included in both .OBJ and .FBX and use the same shared texture file as the previous swords!


    Preview One

    Preview Two


    Download Link


    License:

    CC BY 4.0 - Free to use and adapt for both personal and commercial use with attribution.


    Hope you enjoy! If you end up using any of my assets in a project definitely let me know, I'd love to see! Also very open to requests for future asset packs as I continue to develop my modeling skills.

    submitted by /u/TeaGuns
    [link] [comments]

    How to get into game design

    Posted: 21 Feb 2018 09:43 AM PST

    Guys I have no knowledge in computer programming, but i want to code for video games , I'm 23 and I'll pay all the tuition fees I have too or technical school. I just want to work on a games and be apart of a project, and know I'll have a job when I'm done with education. Anybody know the best way to get into this? I'm stumped.

    Please point me into the right direction.

    submitted by /u/hellzyea4
    [link] [comments]

    What hashtags are you guys using nowadays on twitter when you post about your game? I used to use mainly #indiedev and #gamedev, but variations of those seem to be getting popular. I want to make sure my posts are optimized but don't want to have redundant hash tags on there either.

    Posted: 20 Feb 2018 04:03 PM PST

    I use the stock twitter app and as you know it gives suggestions when you put hashtags. For example when I type #gamedev (200 tweets in the last hours)

    #gamedeveloper (240 tweets in the last hours) and

    #gamedevelopment (290 tweets in the last hours)

    pop up as suggestions. I don't recall seeing either of these a few months ago. I only post once or twice a week when I have something of actual substance to show though so I could just be out of the loop.

    My twitter is slowly growing, but as a one man band I want to make sure my tweets are as optimized as possible leading up to my launch.

    Thanks.


    I post on this sub here and there. If anyone's interested I'm in the process of trying to make a high quality full 2d platformer for iOS. My twitter: https://twitter.com/RJProgramming

    submitted by /u/QuickIOS
    [link] [comments]

    No comments:

    Post a Comment