• Breaking News

    Monday, February 26, 2018

    Vulkan API support on macOS/iOS thanks to now open-sourced MoltenVK!

    Vulkan API support on macOS/iOS thanks to now open-sourced MoltenVK!


    Vulkan API support on macOS/iOS thanks to now open-sourced MoltenVK!

    Posted: 26 Feb 2018 06:42 AM PST

    I've created a story and content planning tool for rpgs and wanted to share it with you guys

    Posted: 25 Feb 2018 04:31 PM PST

    I Read "Unity 5.x Game AI Programming Cookbook" So You Don't Have To

    Posted: 26 Feb 2018 10:52 AM PST

    Open source reimplementation of Little Big Adventure 2 (Twinsen's Odyssey) in JavaScript/Three.js/React

    Posted: 26 Feb 2018 04:23 AM PST

    How much should I expect to pay for a freelance animator?

    Posted: 26 Feb 2018 09:28 AM PST

    I have a human model ready + a motion captured movie showing the animation that I want. How much should I expect to pay for a freelancer to create an animation?

    The animation isn't extremely advanced. Compare it to create a running animation w/turning. Also, I don't require AAA quality.

    submitted by /u/n00belig
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    How important is 32Bit support?

    Posted: 26 Feb 2018 07:49 AM PST

    I'm wanting to find out if it's worth it to make sure my game works on 32Bit systems. Looking at http://store.steampowered.com/hwsurvey/ is seems on the desktop 64bit is the large majority. My main thing I'm wondering about now is mobile (I know new phones requires 64bit apps but I don't know if that's the majority) and Emscripten which recommends staying away from 64bit integers for speed.

    submitted by /u/MillerTheDeer
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    What can I do to best ensure good reviews?

    Posted: 26 Feb 2018 02:26 AM PST

    Not so much ensure, but attempt to - if you get me. I just don't want all my effort to go to waste because I wasn't careful in one area. So what do reviewers (mainly small ones but in general) mainly look at?

    submitted by /u/notaton
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    Good day Gamedev! I just submitted a Low Poly Forest Asset Pack to both the Unity and Unreal Asset stores! Images inside!

    Posted: 26 Feb 2018 06:43 AM PST

    Hey guys! So I've been wanting to do this pack for SO long now and now I finally finished and submitted it to both the Unreal and Unity Asset Stores!

    This pack does not only include trees and rocks, but also mushrooms, tree trunks, tree stumps and a few other meshes for you to create your very own forest. It's designed around being the only thing you need to create a forest, be it a lush green one or a snowy fir forest.

    A few images to show you just what you can do with it:

    https://imgur.com/2O8uope

    https://imgur.com/ICieoze

    https://imgur.com/wTm9FsG

    https://imgur.com/Y4D1sip

    https://imgur.com/cz3YU1V

    https://imgur.com/IGWZc69

    https://imgur.com/95I2MeU

    Pricing wise, it'll probably be 9,99$, but that is, of course, subject to change. Hope you guys like it!

    EDIT: Fixed links.

    submitted by /u/Exodun
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    I want to become a better graphics programmer. Is this a good idea?

    Posted: 26 Feb 2018 11:37 AM PST

    I want to become a better graphics programmer. I have some experience with OpenGL: as in, I can load scenes and render them. I have implemented forward and deferred renderers, but due to hardware constraints not a Forward+ renderer.

    I'd like to be able to render entire game scenes, perhaps run around in them. It seems a bit overkill to create an entire game engine for this purpose. Would it be a good idea to fork an engine like Quake 3 and gradually improve the graphics? Or would this be a monumental task and am I better off learning new graphics techniques without interactivity, which seems easier but less fun?

    Thanks for your input.

    submitted by /u/RaptorDotCpp
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    The Poor Man's Netcode

    Posted: 26 Feb 2018 09:29 AM PST

    Salvage a game or make a sequel?

    Posted: 26 Feb 2018 09:28 AM PST

    In a world of updates and development skills getting better as time goes on is it better to enhance a low selling existing game even years after its release or is it best to just move on to a sequel?

    One friend wants to make a sequel to their low selling game while his partner wants to salvage the game. Put even more time and effort into the game so it sells better.

    A sequel has an opportunity to make more money as a fresh product. Salvaging is a game makes your overall development portfolio and the owners will probably appreciate it as long as the gameplay stays in tact.

    Is the better option to do neither and just move on to a different game?

    • edit * To answer a few questions 500 buyers and what I am told is a loss of tens of thousands of dollars. The original development time was over the course of 3 years and the game was released 2.5 years ago.

    I look on their Steam game forum to see its got no one there at all.

    submitted by /u/ravioli_king
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    Tutorial Request - viewing how in-game value is derrived

    Posted: 26 Feb 2018 08:12 AM PST

    Hi All,

    a noob question - could someone explain or show how to find/view the research value is calculated in Stellaris (RTS by Paradox Interactive)? What factors are taken into account and at what weights?

    submitted by /u/StellarisAndBeyond
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    Any ideas for charisma being a battle stat?

    Posted: 26 Feb 2018 02:08 AM PST

    Do devs mind if a review site uses extra, free keys for giveaway contests?

    Posted: 26 Feb 2018 07:57 AM PST

    Run a small site, often get more keys than I need for a single writer, was wondering if there's established etiquette about using the leftovers in a giveaway. Kills a potential sale but promotes the game, wasn't sure how you (devs) felt.

    submitted by /u/galpik
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    The Paradox Podcast S02E02 - The Ascension of Fred (with Guest: Fred Wester) by Paradox Interactive

    Posted: 26 Feb 2018 01:49 AM PST

    How can I run a successful Kickstarter Campaign for my Free (IAP) Mobile iOS Exclusive game??? Or any Kickstarter Campaign for that matter

    Posted: 26 Feb 2018 11:21 AM PST

    Hello all,

    I have a game I'm developing for iOS. It is a 2D Platformer mobile game exclusively for iOS. The game features 4 playable characters, each with their own abilities. They can also group together as one. Levels will have 1-4 characters in which you will have to navigate them from their starting positions to these exit portals. There is a single tap control mechanism to make the characters jump around. Levels will start off fairly easy and slowly progress, and some levels will require team work and a bit of puzzle solving. The game has a slightly humorous undertone, where I provide these information signs that are either tutorials or funny remarks to keep them interesting.

    Also my game will be free to play and will offer in app purchases. You will start with 5 lifes, which is your max lifes and when you lose a life, it takes 30 minutes for each life to regenerate. So there will be IAPs built around the health system as well as rewarded video ads, for when you run out of lifes, you can watch an ad to get a free life without waiting.

    You can see more on twitter: @Discovermypath

    To give you an idea of where I stand on a following, I have roughly 1300 "followers" on Twitter, only 100 on Instagram, a small Facebook web page and a few other small social media accounts. Twitter is where I'm most active, but obviously the 1300 is not a legit number, we all know Twitter is bloated.

    My idea is that I would try to do a small Kickstarter Campaign of $5,000. The funds would help to get a handle on advertising and to upgrade my dev equipment (mainly for advertising testing and narrowing in, so I can effectively advertise).

    Some of the things I can offer for donations: - Credits - Beta Access - some free IAPs - stickers - custom T-shirts - let the donator help with the creative process of creating an enemy, some player skins, or a level - I have experience with a scroll saw, so I thought about doing some custom made Groupers cutouts for big donators...

    What I'm asking here is what can I do to maximize my potential for running a successful Kickstarter? Any ideas or tips would be greatly appreciated The extra funds could help me get more visibility as this will be my first game release and I have been working on it for a year, so it's not half bad in my opinion. I think the concept and idea has potential and I want to push it so I can hopefully build off it for a second version of the game on PC and consoles.

    Thanks for any tips or help! You guys rock!

    lastly, if you think I'm going to fail, great! Tell me what I need to do to not fail because I'm going to try regardless and if I fail, that's fine I will learn from it and come back stronger!

    Thanks!

    submitted by /u/discoveringmypath
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    Marketing Monday #210 - Crucial Decisions

    Posted: 25 Feb 2018 08:30 PM PST

    What is Marketing Monday?

    Post your marketing material like websites, email pitches, trailers, presskits, promotional images etc., and get feedback from and give feedback to other devs.

    RULES

    • Do NOT try to promote your game to game devs here, we are not your audience. This is only for feedback and improvement.

    • Clearly state what you want feedback on otherwise your post may be removed. (Do not just dump Kickstarter or trailer links)

    • If you post something, try to leave some feedback on somebody else's post. It's good manners.

    • If you do post some feedback, try to make sure it's good feedback: make sure it has the what ("The logo sucks...") and the why ("...because it's hard to read on most backgrounds").

    • A very wide spectrum of items can be posted here, but try to limit yourself to one or two important items in your post to prevent it from being cluttered up.

    • Promote good feedback, and upvote those who do! Also, don't forget to thank the people who took some of their time to write some feedback for you, even if you don't agree with it.

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


    All Previous Marketing Mondays

    submitted by /u/Sexual_Lettuce
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    Humble Book Bundle: Code Your Own Games (partner)

    Posted: 26 Feb 2018 11:03 AM PST

    11 Failing Mindsets in Game Development!

    Posted: 26 Feb 2018 10:50 AM PST

    Here's the video version!

    This post covers mostly the mental blocks that we get throughout the development process, but I can always make a post about the financial types of failure sometime! Anyways here they are:

    1. Procrastination. You keep putting things off. You talk about how you want to do something but you don't act on it. One way to combat this is by making the start into an effortless task like just opening up unity and only writing one line of code. After that, you usually get enough momentum to start doing more.

    2. Underestimating your goal. That's because you're setting the plan from point A. You haven't even been to point B, so how do you even know if it'll get you to B? At most it'll help to get closer to B, but not 100% accurate. You will often need to change paths, but if you have unrealistic expectations, then even if you hit close to your goal, you'll be very discouraged.

    3. Spending more time defending your problems than taking action. You complain how you are not getting XYZ results. When people try to give you suggestions, you spend more time justifying why their suggestions will not work and defending your lack of results than brainstorm with them on how to get out of your rut.

    4. Currently stuck in your own world. You don't venture out beyond your normal routine. You do the same things, talk to the same old friends, act the same way, circle around the same issues. I noticed that in my life I was surrounding myself with "Yes" people. That left me in a very comfy place where everyone agreed with what I was doing and thought it was good, while I was still not getting results. So I started talking more with the person who had the opposite beliefs, just to understand why he thinks in the way he does

    5. Not working smart. You do the same thing over and over, even when you don't get results. If you are not getting what you want, it's a signal it's time to change what you have been doing. At least slightly anyway. See how you can do this in a different, smarter, more effective way.

    6. Avoidance (Fear). You avoid taking action because some of the things you have to do intimidate you. You would rather delay the process as much as possible. But fears go away when you face them. I can't say too much about this one, but it does happen often.

    7. Distracted. You get distracted by things thrown in your way. Be clear of what you want and stick to it. Don't let anything (or anyone) distract you. These are the obstacles the universe sends your way to see how serious you are about getting what you want.

    8. Over-complicating situations. Common among the neurotic perfectionists. You blow the situation out of proportion and create this mental image that's so complicated that it's no wonder you don't get anything done. Things are usually simpler than you think – be conscious when you are adding unnecessary complications for yourself.

    9. Giving up too soon. This is the main reason I failed MORE times than I can count! You give up before you even get anywhere. If you read "The Dip", you'll know all big goals comes with a dipping point – a part where it seems nothing you do is giving you results. It's normal. This is the point that differentiates those who deserve the goal and those who are just taking a casual stab at it.

    10. Losing sight of your goals. You settle for less, forgetting the goals you once set. If you cannot fail at all, what would you want to do? Reignite your vision and don't ever lose sight of it.

    11. Stuck in beliefs. You insist on doing things a certain way. You don't open yourself up to new ideas. Guess what? You might remain stuck in your situation too.

    12. Scope Creep. You want to make the next Zelda or GTA. Duh, you can't do that because you aren't 300 people. Even on a smaller scale, even when you think you've cut your game down to the bare minimum, it might not be something you can finish in any reasonable amount of time.

    13. NIH Syndrome. You don't want to use anybody's assets, libraries, engines, or frameworks. Everything has to be made from scratch. You end up spending time writing engine code instead of making a game.

    If you haven't noticed, these 11 reasons are self-created problems – you can easily dismiss them just as you have created them. The more accurate title for this post should be "11 Reasons Why You Aren't Successful – Yet". Address the 11 things blocking you from your success, and it's a matter of time before you achieve results you seek.

    Also if you haven't seen the video version, although there's no information added, I really recommend watching it! Maybe it's just me, but I can way more easily process information and get it through my skull when actually watching someone else mention these concepts!

    submitted by /u/GameDevSeal
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    WW2 Posters copyrighted?

    Posted: 26 Feb 2018 10:47 AM PST

    Hello, so im making a horror game that will be based in ww2 era and im wondering if ww2 posters are coprighted? Like the "we can do it" and all the uncle sam posters. If they are, then could i design my own ww2 posters that are similar to the original ones?

    Sorry if i make no sense or if i have bad grammar, English is not my main language.

    submitted by /u/posty311
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    Syntactik: Preprocessor for XML and JSON. People-Friendly Syntax, code reuse, and IDE

    Posted: 26 Feb 2018 06:46 AM PST

    crime code - gameplay coub (noir & computers) + original soundtrack

    Posted: 26 Feb 2018 10:22 AM PST

    Where to start learning Unreal engine?

    Posted: 25 Feb 2018 11:00 PM PST

    I'm at my first full-time software engineering job. I've been here for a year, but want to go into the game industry.

    I don't know Unity or Unreal, so the first step of my plan is to learn one of these technologies. Along the way, I will make some projects and add them to my resume. Hopefully landing more interviews with gaming companies afterwards.

    But anyways, what resources are recommended to learn Unreal? I chose Unreal, because my C++ skills are a bit rusty and I know it's the industry standard, so I might as well brush up on my skills and learn Unreal at the same time. I enrolled in Udemy's C++ course, but I'm not sure if this is a reliable resource to learn from -- can anyone chime in? Or point me to resources that are better to learn Unreal for an experienced programmer?

    Thanks!

    submitted by /u/thisisforhendrix
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    I wrote an editor plugin for Unity which adds Collaborate-like editor features for git (with an interface for other VCS's), check it out!

    Posted: 25 Feb 2018 12:56 PM PST

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