Doing an HD Remake the Right Way: Chrono Trigger Edition on Gamasutra |
- Doing an HD Remake the Right Way: Chrono Trigger Edition on Gamasutra
- What retro consoles were the easiest to code and design for?
- What Unity tutorials would be /r/gamedev interested in?
- 8 Great Sites for Public Domain Game Assets
- A Game in Haskell - Dino Rush
- What does a video game director do?
- Game Level Generation Using Neural Networks
- Including Lore in Dev Blog?
- IndieGiving 2018 Spaces are running out!!!
- How should I prepare for a Unity programmer job interview?
- Im making a retro jrpg and i would like to know if there are any good programs to download or make music and sound effects?
- Standard dimensions for full screen interstitial mobile game ads?
- PC gamer wants to showcase your upcoming game at E3 2018!
- I have some questions about steam steamworks api, and publishing.
- Free vs original art/music
- How do you handle refund requests in your game?
- What UI library has the best text edit widget?
- A few questions about going in UX and/or UI.
- Any game engine programmers here?
- Fun or Motivation? - What Is More Important? & What's The Connection?
- Secondary Coding Language?
- Playing games to both motivate and better yourself?
- Stylized Water For Game Environments
- Asset: Sci-Fi UI Icons (CC 4.0)
Doing an HD Remake the Right Way: Chrono Trigger Edition on Gamasutra Posted: 01 Mar 2018 08:24 AM PST |
What retro consoles were the easiest to code and design for? Posted: 28 Feb 2018 10:08 PM PST A post a few years back asked this question, but limited their inquiry to the pre-32-bit era. I'm a fledgling developer who tinkers in Unity and Unreal in his spare time, but one of my long-term goals before I die is to learn to code for a retro console -- probably the Dreamcast. So, what consoles were the easiest and most brutal to code for? I hear the N64, Saturn, and SNES are among some of the worst. Let me hear your thoughts and viewpoints! [link] [comments] |
What Unity tutorials would be /r/gamedev interested in? Posted: 01 Mar 2018 07:48 AM PST I'm going to make a tutorial on something to give back to the community. What would you like?
I also am thinking about publishing all the code and assets from my first game Balthazar's Dream, would anyone be interested in that? [link] [comments] |
8 Great Sites for Public Domain Game Assets Posted: 28 Feb 2018 09:43 PM PST |
Posted: 01 Mar 2018 01:17 AM PST |
What does a video game director do? Posted: 01 Mar 2018 08:20 AM PST Sorry if this is a dumb question, but what do they exactly do? Do they provide a base idea for the game? Do they oversee the production and control the budget? I heard there are several kinds of directors so maybe they all do their own thing [link] [comments] |
Game Level Generation Using Neural Networks Posted: 01 Mar 2018 08:43 AM PST |
Posted: 01 Mar 2018 07:00 AM PST I am going to be creating a dev blog for a project soon and I wanted to know if putting pieces of lore and story around the more technical aspects of the blog would help sell a vision of the game? it could also help with building an audience. Has anyone done something like that or are you doing something like this currently? Did it help you to build an audience? or did you end up revealing too much and not really helping? I guess I'm under the impression that more content means more value in the eyes of the consumer but there is something to be said for not showing everything, or leaving some surprises. [link] [comments] |
IndieGiving 2018 Spaces are running out!!! Posted: 01 Mar 2018 08:55 AM PST The Indie Giving event is a special program designed to help independent game developers attend the 2018 Game Developer Conference in San Francisco. Everyone who signs up will also get the chance to take part in a charity event to support a local organization & have their remaining donation donated to the Water.org organization. To get your spot, visit www.indiegiving.com [link] [comments] |
How should I prepare for a Unity programmer job interview? Posted: 01 Mar 2018 07:13 AM PST I've applied for many software development jobs in the past and had a few interviews, I'm pretty comfortable with my regular programming interviewing skills. I've only had 2 or 3 game dev related programming interviews and they mostly just were testing fundamentals and C++ knowledge. This is going to be my first engine specific job interview and I'm not sure what to expect going into it. The company is relatively small (I think ~30ish employees) and the posting says it is for a mid-level developer but the requirements on the posting sound almost like an entry-level one to me. I have a phone interview coming up in a few days. I was told it was more of a screening interview than a technical one, so I'm not too worried about that. I'm more curious on what kind of questions would be asked at a technical interview for a Unity position for an entry/mid level position? Does anyone have any experience with interviews similar to this (even if it's something like a UE4 position)? [link] [comments] |
Posted: 01 Mar 2018 09:19 AM PST The game is your average medieval adventure fetch quest rpg. But im not making it to be the best game ever. I mainly want to get more familiar with global, local, and instance variables. Im using Construct 2 to make the game and its a decent challenge so any tips or general advice are always welcome. Im not very familiar with video game music but chiptunes are sort of what im going for. Tl:dr I would like to know a source or program to make or download video game music and sound effects for free. [link] [comments] |
Standard dimensions for full screen interstitial mobile game ads? Posted: 01 Mar 2018 07:16 AM PST I have been scouring google trying to answer this question and I'm not sure if I've answered it yet. Does anyone here have a good source on a standard size for a full screen ad for mobile? I found a couple sources with conflicting information. The first says 320x480 for smartphone and 768x1024 for tablet. Which seems pretty low res. https://dstillery.com/wp-content/uploads/2015/08/Dstillery_AdSpecs_Desktop_Mobile.pdf A Pandora doc recommends 750x1100 with a 750x800 safe area, which is just a weird aspect ratio, but is at least higher res. https://pandoraadvertising.files.wordpress.com/2016/02/pandora_standard_ad_specs-2-1.pdf And then Amazon recommends 2560x2560 image with a safe area of 1360x1360 which would allow it to work in both portrait and landscape. https://advertising.amazon.com/ad-specs/en/aap/mobile-interstitials I'm surprised how hard it is to find consistent information on this and was wondering if anyone here has produced full size ads for mobile platforms. [link] [comments] |
PC gamer wants to showcase your upcoming game at E3 2018! Posted: 01 Mar 2018 09:21 AM PST |
I have some questions about steam steamworks api, and publishing. Posted: 01 Mar 2018 09:05 AM PST Hi, So I and some friends have been working on a game for around 1.5years now, and we are coming close to a finished game. We where thinking what we have to do to put it on steam, so we have some questions someone can hopefully answer: First, is it needed to integrate the steamworks api iny game to get it on steam? Second, how hard is it to get it in a game made in c++? Third, does steam do anything with your game executable when published? Fourth, this is maybe a hard question, but is it possible to check if someone bought dlc for your game, without fully intergrating steamworks? And fifth, is it allowed to use your own drm system, but still use the steam dlc system? I hope someone knows answer to some/all of my questions Thanks [link] [comments] |
Posted: 01 Mar 2018 06:50 AM PST I'm just starting out with game development and I was wondering what the general opinion is on using free assets for your game instead of making them all yourself. I remember how back in the RPG maker days free assets were used mostly, and there's lots of websites and resources where to get them. But do you think that detracts from the quality of a game? Are there any popular/successful games that use free assets? [link] [comments] |
How do you handle refund requests in your game? Posted: 01 Mar 2018 08:02 AM PST Here is the scenario I am envisioning: A player plays my mobile app, and makes a IAP for $9.99 to buy the Big Wooden Sword. After acquiring the item that player requests a refund from the Apple store. As far a my money goes, I will never see that, but how do you take back from the player what they bought? Should I take the item back? This assumes I know which account actually requested the refund. What if the item was a consumable item, or in game currency? How do I adjust my game to take back what the player bought? I am currently unfamiliar with the IAP part of development, and wanted to get some inside info before tackling that task head on and regretting something. Your thoughts? [link] [comments] |
What UI library has the best text edit widget? Posted: 01 Mar 2018 09:06 AM PST Frustrated to no end by all the various UI libraries out there and their "C-" level of mimicry of a native text edit widget. Missing things like copy/paste, text select, backspace vs. delete, caret repositioning with mouse, never mind nice-to-haves like (on unix-likes) word-forward/backword meta keys, emoji, i18n including issues like CJK, RTL text, etc. (Not even getting into multi-line issues.) I don't know if Unity is better at this (assuming it must be), but I'm not looking to use Unity. What library do you think has the /best/ support for this richness? [link] [comments] |
A few questions about going in UX and/or UI. Posted: 01 Mar 2018 10:12 AM PST A little background on my skills: I primarily focus on learning game design and level design at the moment. My interests lie predominantly in 3D PC game design. I have developed a game using Unreal Engine 4 and have done some basic UI designing as part of it. I have some extra time in the next few months that I can dedicate to learning another skill. I'm considering UI. One of the reasons I'm considering this is I've heard many game designers in the industry say that it is rare for an individual to break into the game industry solely as a game designer. They say that they usually have an accompanying skill, such as a technical art, or 3D modelling, etc. I've tried my hand at technical art, 3D modelling, texturing and FX. I would consider myself somewhere between intermediate and beginner level at the previously mentioned skills. As in, I can understand their workflows and have a working knowledge of the tech skills it requires. I now want to get into UI/UX because I've developed an interest in it and I would like to know if that is what I want to master as my secondary skill. So my questions are:
Edit: Replaced 2x2 box with 2x2 grid because of clarity. [link] [comments] |
Any game engine programmers here? Posted: 28 Feb 2018 10:24 PM PST I'm a first year software developer (in the public sector), and I've always been interested in working in the game industry since I was a kid. I graduated in CS in 2016. I realize that working as a developer at a large studio means having little to no creative control. I realized how much this sucks when I did a software engineering project during college. I realized that game development is something better to have as a personal hobby. Making my own game is a very personal thing, so having full creative control is very important to me. I feel like being a Unity or Unreal developer for a studio would make me a bit frustrated. I still want to be in the game industry, so I was wondering if game engine programming is right for me. I am passionate about programming, and I especially love clean design and efficiency. It seems like a good way to have a programming heavy job still related to games, but not having to be a Unity/Unreal developer. Again, I have zero knowledge of the industry, so please correct me! I would love to hear from any game engine programmers here, and their experience with it. Where should I get started? I know I should make my own engine clearly, but am a bit paralyzed. I have the book "Game Engine Architecture" by Jason Gregory, but it's huge. Should I just go through the book page by page or just use it as a reference while I make my own? Thanks for reading. [link] [comments] |
Fun or Motivation? - What Is More Important? & What's The Connection? Posted: 01 Mar 2018 08:45 AM PST What's More Important? Fun or Motivation?It's wierd, right? There are games which are fun, but not motivating. And there are games that are motivating, but not fun. What's the connection between the two and what should we design for? Fun or Motivation?
HOW are they connected to each other?You can't deny that fun and motivation have a close relationship with each other. Fun activities have a higher chance to be motivating and motivating activities are also more likely to be fun, but often this is not the case.
WHY does it matter?The same concept applies to games. I love playing Infinifactory, One Finger Death Punch and Rocket League, because they are really fun. At the same time I never pick them up, because I don't feel motivated to play them. Is this a dangerous pitfall for us, gamedevs? What if your game is fun, but not motivating? And what if your game ends up motivating, but not fun? I don't think those two things come in a package automatically!
I have a theory!I recently finished reading the book Flow by Mihaly Csikszentmihalyi and I'm currently reading Actionable Gamification by Yu-Kai Chou. Those two books finally helped me to come up with a solid theory or with a model how I think fun and motivation work and how they relate to each other. If you think this topic is worth your time, you can check out this 10 minute video I made about it. It might be a little cringy, but that's just me: FUN vs MOTIVATION! (YouTube)
Let's discuss!There are a ton of questions I want to discuss with you. If you think you can answer any one of these, go right ahead. This is a massive topic that we don't really think or talk about often enough! Let's figure this out as a community!
Very curious to hear what you think. Hope this is going to be an interesting discussion. :D [link] [comments] |
Posted: 01 Mar 2018 05:44 AM PST Greetings, I have been fluent in GML (Game Maker Language) for about 3 years now. Being the wannabe-game dev I am, I have been itching to develop using a new language and engine (Current engine is Game Maker: Studio 1.4). The question remains, which engine or language? Feel free to debate on which engine/language would be best for me to learn below. Thanks [link] [comments] |
Playing games to both motivate and better yourself? Posted: 01 Mar 2018 10:21 AM PST I am currently learning how to make games Via GameMaker Studio 2. Gamemaker Studio 2 being a 2d game engine is it sensible to spend some time and play some 2d games? Ever since the N64 came out I have pretty much overlooked 2d stuff. Is it also a good a idea to maybe step away and play a game for fun when you may be losing some motivation? [link] [comments] |
Stylized Water For Game Environments Posted: 28 Feb 2018 07:45 PM PST |
Asset: Sci-Fi UI Icons (CC 4.0) Posted: 01 Mar 2018 09:56 AM PST Hi all! The art team at Zco put together a free sci-fi UI resource pack for indie devs. The buttons are geared toward mobile games, but they'd work just fine in console or desktop games too. We're releasing them under a Creative Commons license, so feel free to use them as you see fit. The pack has 25 icons total in PNG format at 200x200 resolution. We included the base icon texture as well, so you can create your own icons from scratch. We're testing the waters with this release. If you'd like to see more of a particular kind of resource, or if there are assets that that are harder to create for small teams, let us know! I'll see what our team can do in the future. [link] [comments] |
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