• Breaking News

    Saturday, February 24, 2018

    IndieBoost.io - I warn the community

    IndieBoost.io - I warn the community


    IndieBoost.io - I warn the community

    Posted: 24 Feb 2018 12:31 AM PST

    Hello community, I want to share with you my experience working with this firm. Maybe someone this information will be useful and maybe I can warn either of you from a senseless waste of money. These guys just know how to do one thing - send spam by email. It all started with the fact that I received their sales letter in the mail in October 2017. Having found out about their resource, I became interested, in many respects because I had no experience in working with PR companies. I studied their site. I was interested in the proposal with boosters and I wrote them a letter asking them to explain what I would get by buying a certain booster. I got the answer that the booster that I chose includes twich, YouTube and promotion in their media that I will get from 300 verified curatorial promotions. After I bought this booster on November 1, 2017, they asked me for 20 keys from the game. On November 16, they sent me an advertising brochure for approval. I thought this was the beginning of an advertising company. It turned out this is its end. I was waiting for the result as a fool. On November 29, I asked them for a report on the work done. I received the answer that I will receive a report after 2 weeks of the company's graduation. I sent out repeated requests on January 8, 2018, January 12, 2018, January 17, 2018. On January 18, I received a response that the report will be ready in a week. On January 31, I again request a report, because I received nothing from it except for spam. Yes, since 2018 they have turned from a full-fledged service into a beta service. Downgrade. On February 6, I again made a report request. On February 9, I again made a request. And on February, 9th I received the ANSWER! They wrote me what they told me about the results. Where? When? It was already a lie. And most importantly - they wrote to me that the booster that I bought does not include YouTube and twich ... What ??? I specifically asked before buying about what is on that booster ... During further correspondence I learned that they certainly took 20 keys from me, but they could not distribute them to anyone. And that they think they did their job. And they sent a report, in which two cool numbers 0 streams, 0 video. I tried to agree with them that they would do their part. Let them work at least the $ 200 that I sent them. But no - these guys think that they do not owe anything to anyone. Ie they just just take your money and that's it. I warn every not very experienced developer - do not trust this company, they deceive you just as they deceived me. You can quote them from their own letters. No arguments on them do not work. Today they again assured me that they had fulfilled their obligations. This post was already quite long. But if anyone is interested, I will complement this post with all of our correspondence with them.

    submitted by /u/webmasterpeace
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    How is this bloom effect achieved?

    Posted: 24 Feb 2018 08:34 AM PST

    Reference image:

    http://i.imgur.com/nSRGzEo.jpg

    Hello everyone!

    If you take a look at the screenshot, you can see there's some global bloom affect, but the projectiles's bloom effects are very exaggerated which makes them look so much brighter than say, the cockpit's frame where the sun shines on (on the left). So I don't think one image effect does the same bloom for the projectile and the rest of the objects. Can anyone guess how the projectiles's bloom effect was done :)

    submitted by /u/Rotorist
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    What I learned from playtesting YOUR games!

    Posted: 24 Feb 2018 04:18 AM PST

    Hello friends. Some of you may have seen the post I created last week offering to playtest people's games. The response I got was phenomenal and I just want to take this moment to thank everyone that got involved and sent me their game! I had a lot of fun playing them all, you can find a playlist of all the videos here. It was so much fun I plan on doing the same thing again in the future when I get time!

    As I played over 20 different games in just a couple of days I thought I'd share some common thoughts I had while trying all these different types of games.

    1. TUTORIAL, TUTORIAL, TUTORIAL. It doesn't matter how intuitive your game is or how simple it is, almost all games should have a tutorial. Games feel much better when you know what you're doing and even a short tutorial or a quick image showing all the key bindings goes a long way. You've spent a long time implementing all these features and controls into the game so make sure your player knows them!

    2. Music is very important. This might be a personal thing but I think music is a crucial part of the game. Its a tough one because its a difficult thing to do yourself if you don't know how. I'm currently in this exact situation for my own game and have no idea where I'm going to get music. However, even an extremely simple little tune on repeat goes a long way. Games that are just silent feel like they are just missing something (except in the situations where silence is an intentional part of the game).

    3. Explain what's going on. This is especially true for demos. Although you may just be releasing a small part of your game for people to try, make sure you briefly tell them what is happening before they start. I found the most engaging games gave a bit of narrative before I was thrown into the gameplay so I knew what was happening.

    4. TUTORIAL. oh wait I said that already.

    5. Playtesting other games can be very valuable as a dev. Honestly, I recommend you try it. You don't have to record like I did but playing a lot of other people's games can help you learn a lot. You can take features you like in other games and apply them to your game, or you can ensure not to make mistakes you see others make. Guess what I'm putting into my game next? A TUTORIAL. Its also really nice to see everyone's positive reactions to your comments on their games. Everyone was extremely lovely and the whole process was a lot of fun!

    I think that's enough of a ramble for now so thanks again to everyone who participated in the thread! Not just to those who submitted games but also to those who played other peoples games too and gave them feedback. That was really great to see!

    Like I said initially I plan to do this again so keep your eyes on this sub or alternatively follow me on twitter where I will post an announcement like I did for the previous one.

    Have a lovely day!

    submitted by /u/Ztuu
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    Keep receiving "Give us a key" e-mails from curators and reviewers, although we are a free game - Is there anything we don't know?

    Posted: 24 Feb 2018 10:23 AM PST

    Long story short - we have released a small game jam game a few months ago and at launch we did got hundreds of e-mail asking for keys and we kept receiving those at least 2-5/week since.

    The problem is that our game is free to play on Steam.

    Most of the e-mails, they specifically call out our game name and also state that they have "enormous" interest in our game and would like to review it, following also with the end line of "We promise that we will write a positive review".

    In the beginning we kept replying to these e-mails, saying that well, our game is free to play and we are glad that they want to review our game. No replies though. Naive? But now, months after release, it gets frustrating, we stopped replying and we are asking ourselves if we are missing something.

    Is there any genuine reason, why a reviewer/curator would ask for a steam key to a free to play game?

    If so, please enlighten me. If not, what do you guys think we should do with this kind of e-mails? How are you handling this?

    I am sure that for paid games, this makes a lot more sense, but we have found that for that cases, most of the people asking for keys will just re-sell them or not review a game at all.

    Would like to hear your thoughts.

    submitted by /u/Franches
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    Making a 2D Platformer - But I can't make sprites to save my life

    Posted: 24 Feb 2018 02:21 AM PST

    Is there a certain website I could use that could let me use 2d sprites to edit and modify for a game I'm trying to market in the future? Any help would be much appreciated. Have the story and everything else done. This is the only part I'm struggling with

    submitted by /u/TheGreatAssFairy
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    22 Game Maker's Work Stations

    Posted: 24 Feb 2018 09:25 AM PST

    Invalidating saves files with a new release (backward compatibility)

    Posted: 24 Feb 2018 09:48 AM PST

    My game is currently in Alpha and has a large complex save file written in binary. Whenever the save file format changes it invalidates the old versions which become unreadable. This is ok for Alpha, but obviously not for production. I'm afraid after I release I may want to make changes to the file structure.

    How have other games handled this? Do they invalidate old saves?

    Is there a technology or technique that you've used to preserve backward compatibility?

    submitted by /u/BitwiseNick
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    What do you call the sounds that are commonly used in Japanese video games?

    Posted: 24 Feb 2018 07:59 AM PST

    Does anyone have experience with Voodoo games?

    Posted: 24 Feb 2018 09:30 AM PST

    Hi, I am wondering if any of you were contacted by Voodoo games (or contacted them) and what was the experience like. Do they change games a lot? Add too much ads or are they chill? I'll be happy for any response.

    submitted by /u/elir_01
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    Separate scenes for client and server in Unity?

    Posted: 24 Feb 2018 07:29 AM PST

    I'm experimenting with a quake3-like networking model on top of Unity. I have server sending snapshot every 20ms and client sending input every frame, all done with LLAPI. Now, the problem is, when I start the game as host, server and client share the scene. That leads to a weird behaviour, because client and server both modify the scene. When client and server are separate applications everything's fine, of course. So question is: what can I do about it? I could write host as separate entity to client and server, just to workaround that specific issue, but that does not seem like a Right Thing To Do. PS. Sorry for bad english.

    submitted by /u/x0r04rg
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    License Free Music for your Game Development

    Posted: 24 Feb 2018 11:01 AM PST

    Hey Guys! In need of license free music for your projects? I write free music for people to use, all I ask is to credit "Gravity Sound" and link if possible. Im excited in what you guys can come up with! Creative Commons License - CC by 4.0

    Tracks:

    https://youtu.be/4mpZ6GnDJ5E

    https://youtu.be/qUmaQGyk9Jc

    https://youtu.be/vWcA0zsaWhs

    https://youtu.be/anYuCQ8Y7Xc

    Feel free to check out my channel if you're still looking for more free music:

    https://www.youtube.com/c/gravitysound

    submitted by /u/CanadianHerb
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    How to increase you chance for an App Store Feature by playing be the rules

    Posted: 23 Feb 2018 01:29 PM PST

    Screenshot Saturday #369 - Exclusive Album

    Posted: 23 Feb 2018 08:04 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.


    Previous Screenshot Saturdays


    Bonus question: Who was your favorite game developer/studio 10 years ago? Are they still your favorite now?

    submitted by /u/Sexual_Lettuce
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    Animating rubber tracks in maya, help needed!

    Posted: 24 Feb 2018 12:10 PM PST

    Hi! So, I am in the process of animating a set of rubber tracks in Autodesk Maya 2017(used on an agriculated tractor). Image 1 So, here is the rubber track, formed in a circular way in order to get the skin weights when binding the track to its joints correct. The track is to be formed after the NURBS curve visible in the viewport(using IK Spline Handle). Image 2

    The animation looks great, no distortions. The problem I am having though is that when I export the track to the game(Farmin Simulator 17), the joints and track start out in their original position(circle), but jumps to the correct shape once i play the animation. Image 3 Image 4

    My question is; can I in some way make the joints position in the first key of my animation its default postiion? I have already baked the animation using Edit>Keys> Bake Simulation. I want the circle formed joint pattern to be non-existant.

    submitted by /u/djmormor
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    Trying to achieve a billboarding effect

    Posted: 24 Feb 2018 01:12 AM PST

    Hey /r/gamedev,

    I tried to implement a billboarding effect in a 3D game I'm making, and it seemed to work.

    Basically, every frame, the object that I want to billboard rotates on the y axis (using transform.LookAt) to point towards the camera, to achieve a DOOM-like effect of "3D".

    It worked just fine, until you get close to a large object:

    https://media.giphy.com/media/nikaGLbFSrh4zpl0nL/giphy.gif

    As you can see, the object pivots somewhat unnaturally "out of the way" of the camera.

    So, I figured I could change the script to only let the object rotate outside of a certain range of the player. Basically, if the player is closer than 8 units from the object, the object won't rotate.

    That didn't work either. Firstly, you could walk around the object and see the "flat" edge of it. Secondly, once you backed out of the range, it would "snap" back into rotation:

    https://media.giphy.com/media/cXVuhtezhREsMuvBTP/giphy.gif

    I am quite stumped. I'm wondering how DOOM pulled it off.

    Any ideas regarding how I could approach this?

    I'll keep thinking while I wait for some replies.

    You guys rock, thanks.

    submitted by /u/_TopHatt_
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    Post-apocalyptic oil tanker on Unity asset store!

    Posted: 24 Feb 2018 11:40 AM PST

    Company name domain names

    Posted: 24 Feb 2018 10:46 AM PST

    I've come up with a few ideas for company names, but all of the domains are super expensive, like $1,500-3,000 (one-time fee, followed by $12/yr). I'm just a hobbyist gamedev and I don't want to commit to this much spending this early, but i do want to solidify a brand as early as possible. The .com's are the only expensive ones, .org and others are like $12/yr. I'm wondering If i can just put "[co name] games" in my published work and worry about this stuff once the brand is established? how valuable is a .com over a .org?

    Edit: $/mo -> $/yr

    submitted by /u/GeoKureli
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    Character Customization in a 3d game.

    Posted: 24 Feb 2018 12:53 AM PST

    Hi guys, so i have recently started working on a sandbox 3d game in Godot 3.0 and one of the things i want to include in my game is character customization so character can get a feel of openness. But this is where i am stuck and i need help understanding how i can implement character customization. One way i can think of is providing several options for different body parts and etc but is it really the only way? Thanks in advance to any one who replies.

    submitted by /u/MBM_1607
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    What was your tipping point into gamedev?

    Posted: 24 Feb 2018 04:09 AM PST

    Mine was when I finished Momodora: Reverie Under the Moonlight. The boss fights were amazing. The music was great. The gameplay was oh so satisfying.

    It seemed easy to make (how wrong I was), and I wanted to play more of that kind of tight, 2D soulslike game. From there I googled how to make games and went from there.

    submitted by /u/RocketFlame
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    Harry Potter Hagrid's Hut in Blender

    Posted: 24 Feb 2018 09:41 AM PST

    Where Can I Find A Composer For My Game?

    Posted: 23 Feb 2018 06:35 PM PST

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