Faking 3d with parallaxing |
- Faking 3d with parallaxing
- Godot Engine Games Showcase | March 2018
- Free LowPoly Modular Street Pack
- WIP Wednesday #90 - those who say "Ni"
- Gamasutra - SteamSpy creator says 2017 was Valve's most profitable year yet
- Teach Yourself Computer Science
- Stylization in Realism: How the art style in story driven VR action/adventure APEX CONSTRUCT was developed, by 3D artist Kim Aava
- The Godot Engine's Patreon reaches third goal, can now hire Remi as Project Manager and Representative.
- Ashes of the Singularity: Escalation - Game Progression Through Updates, DLC, etc.
- I want to work on game engines, where should I begin?
- FreeToolsKit - a directory, collection of free resources for your projects (even commercials)
- First night of good sleep in weeks.
- After 2 months of learning programing and mobile development, my first game Under100 (squiden) is out now for IOS and Android!
- How do you come up with names non-human characters ?
- 10 Mistakes New Game Developers Make
- Publishing my game on Gamejolt, and PR (which may not matter so much after all!)
- Feedback on an Instructables for creating an interactive world in Unity 3D
- Using other game names when describing/advertising your game?
- My first finished game :D
- Is SDL the best option for 2d / 3d games?
- When did your steam game get community trading card access?
- Wwise + UE4 failing to stop audio loops
Posted: 28 Mar 2018 03:11 AM PDT |
Godot Engine Games Showcase | March 2018 Posted: 28 Mar 2018 01:51 AM PDT |
Free LowPoly Modular Street Pack Posted: 27 Mar 2018 08:25 PM PDT Hey guys! As always, the packs are posted first on my twitter. Hope you like them and use them in any project! (If you use them send me screenshots! i love to see it) If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot! But i will always make free packs too. Here's my website if you want to check it out, all of the packs are there too. Includes: *25 Blends. *25 OBJ. *25 FBX. Past Weeks: License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated). If you have any questions or problems tell me! I'll gladly help as soon as i can. If you want you can follow me on Twitter. Thanks a lot! [link] [comments] |
WIP Wednesday #90 - those who say "Ni" Posted: 28 Mar 2018 04:55 AM PDT 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 [link] [comments] |
Gamasutra - SteamSpy creator says 2017 was Valve's most profitable year yet Posted: 28 Mar 2018 04:11 AM PDT |
Teach Yourself Computer Science Posted: 28 Mar 2018 07:24 AM PDT |
Posted: 28 Mar 2018 12:38 AM PDT |
Posted: 27 Mar 2018 12:30 PM PDT |
Ashes of the Singularity: Escalation - Game Progression Through Updates, DLC, etc. Posted: 28 Mar 2018 09:44 AM PDT Hello again, Our designer on Ashes of the Singularity: Escalation released a new dev journal detailing the timeline and the progression of the game via updates, DLC, etc. Thought you all may enjoy it as well. If you all have any questions or feedback let us know! [link] [comments] |
I want to work on game engines, where should I begin? Posted: 27 Mar 2018 09:00 PM PDT I graduated in 2016 with a degree in CS. I'm at my first job as a developer, almost a year exactly. I work with Java Spring MVC, but my interests have always been in game development. I want to work at a game company, but my interests are more in game engine development. I like heavy programming, but it seems like I absolutely need to know Unity/Unreal to get my foot into any game company. Using these huge engines seems to me like less programming, and more learning how the program works. But if I will need it, I will definitely learn it. Should I first start with learning one of these? Or is the path to becoming a game engine programmer better started somewhere else? I've made a small game engine (source code here) for board games and have used it to implement my own text-based games, and I've also made a few small space shooters. I just want to know if I'm on the right path before spending a large amount of time learning how to use Unreal. I guess what I'm trying to ask is, do I need to learn one of Unreal/Unity to work for a game company? Thank you! [link] [comments] |
FreeToolsKit - a directory, collection of free resources for your projects (even commercials) Posted: 27 Mar 2018 10:32 PM PDT |
First night of good sleep in weeks. Posted: 28 Mar 2018 12:04 PM PDT Ran our first public test of a new game show we built in Unity last night. The audience reaction was very positive! We open on Thursday and the stress had really been getting to me over the past couple weeks, it has really started to effect my ability to sleep. But after last night, oh man, I slept so damn hard. Too any other devs losing sleep and stressing hard- IT'S WORTH IT! Deadlines can be stressful, but they work! Keep your head in the game (pun-intendo) and next thing you know you'll be at the finish line! [link] [comments] |
Posted: 28 Mar 2018 11:21 AM PDT Hi r/gamedev! My first game has just been released for IOS and Android, let me tell you some about it and the development process. Well, as the title states I haven't been doing this for very long but we all have to start somewhere. My programming experience and overall game development experience was before this project very slim. Sure I took one programming class in high school although most of it I had forgotten I realized once my programming course at university started this year. Another thing I realized after beginning my programing course was: This is quite fun, difficult, but fun. Although the console based applications we were doing in school weren't that exciting, so I decided to try making a mobile game instead! But where would I start? There are a lot of resources, almost too many. So I ended up trying to compare all of these resources, jumping between game engines and frameworks. Eventually I decided to use Corona SDK. I followed the basic tutorials on Corona labs website, then read some more about the programming language used with Corona SDK that is Lua. Did some small test games. Then eventually began work on Under100 (squiden). Working with Corona was quite great in my opinion, there's a lot of documentation, a good marketplace for assets and plugins, and also very helpful people on their forums! Although it wasn't completely pain free, but some googling, reading and re-reading documentation seemed to solve any problems that would come up. The basic idea behind Under100 is to keep the amount of squiden (squid like monsters) appearing on the screen under 100 for as long as possible. You do this by tapping them away, they will spawn quite quickly so tapping fast is key. Also the name works in both English and Swedish, so that's kinda cool. Development wise it did not go all smooth. Or well sometimes it did, but often it was more frustrating than i would have expected it to be. Not necessarily was the coding part too frustrating. The one most frustrating part was a simple mistake on my part, more about that some other time ;) Since I did everything from music to design and programing by my self its been quite a lot to take in. But I have also learnt a lot, maybe the most important thing being to follow through and actually finishing the game. Overall it's been a fun experience and hopefully someone enjoys the game. Any feedback is highly appreciated and thank you for reading this far! Also I'll do my best to answer any questions anyone might have! [link] [comments] |
How do you come up with names non-human characters ? Posted: 28 Mar 2018 11:17 AM PDT I am developing a game where every charachter is from a alien species I came to a point where I have to give the charachters names so that the player can be given objectives so my question is How do you find names for your characters especially if they are non-human ? (I am also sorry if my english is not that great.) [link] [comments] |
10 Mistakes New Game Developers Make Posted: 28 Mar 2018 07:26 AM PDT |
Publishing my game on Gamejolt, and PR (which may not matter so much after all!) Posted: 28 Mar 2018 10:56 AM PDT |
Feedback on an Instructables for creating an interactive world in Unity 3D Posted: 28 Mar 2018 10:24 AM PDT |
Using other game names when describing/advertising your game? Posted: 28 Mar 2018 09:55 AM PDT Hey, What is your view on using other popular games to describe or advertise your game? "I'm developing a XXX like game" or "My game is a mix of XXX and YYY" for example. Is it ethically ok? Is it good idea marketing wise? Can you run into legal issues doing it? My own experience is that it seems to be at least quite effective as players can often easily relate to it and there is almost no shorter way to describe a game. [link] [comments] |
Posted: 27 Mar 2018 04:17 PM PDT Hey, I recently participated in the heart-gamejam and because of that, made my first ever game public! "Ninjaloon" is a very simple arcade style (bullet hell) game, which meant that I could focus mainly on polish like artstyle and game feel. The game was done in only two days, with few hours of sleep... As the theme of the jam was "scarcity", I implemented it by shrinking the play area over time (inspired by fornite's battle royale). Everything was done in the pico8 engine, which is pretty much why I was even able to finish a game once! In it you can programm, draw and even make music. Unfortunately I had only 10 minutes to spare on the music, which is why it soudns so repetetive. Other than that part though, I am pretty happy about the results and glad that I can call it done now. Also, any feedback would be appreciated! Thanks for reading/ playing :) [link] [comments] |
Is SDL the best option for 2d / 3d games? Posted: 28 Mar 2018 09:02 AM PDT I want to learn game development in C++, as a way to not only keep learning and getting better at C++ but also because I don't want to use something like Unity or Unreal. I want full control of my game, and don't want to be hindered. I don't want the hand holding. So- should I use SDL? I was going to learn SFML, but noticed it was not recommended for 3d games. What library / framework is best for cross platform 2d and 3d games? Is SDL the best option? Thanks for the help! [link] [comments] |
When did your steam game get community trading card access? Posted: 28 Mar 2018 08:19 AM PDT So I have a little game on steam, nothing amazing. I am getting close to $1000 in sales, currently at $992. I was wondering what metrics your games were at when you gained access to the trading card system. Also, is it true once you sell $1000 steam gives you the $100 submission fee back? [link] [comments] |
Wwise + UE4 failing to stop audio loops Posted: 28 Mar 2018 08:07 AM PDT Hi all! I am very new to this so apologies for my lack of knowledge. Me and a friend who is pretty good at UE4 are working together. I've got an event which plays a loop indefinitely and an event which stops that loop and plays a shut down sound. Whenever the stop event is played in the blue print, it does not stop the loop but just plays the shut down sound. If I test it out in WWISE or simply play the AK events in the content browser... it works, stopping the loop no problem. Let me know if you need anymore information. [link] [comments] |
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