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    Saturday, March 31, 2018

    GDC Vault 2018 is up: Lots of free talks!

    GDC Vault 2018 is up: Lots of free talks!


    GDC Vault 2018 is up: Lots of free talks!

    Posted: 30 Mar 2018 11:01 PM PDT

    Just released my first game today, a mobile city-building idle-sim called "Mayor! Mayor!" (Android)

    Posted: 31 Mar 2018 09:12 AM PDT

    A preview of a multiplayer competitive platformer that I'm working on with a friend!

    Posted: 31 Mar 2018 12:18 PM PDT

    Valve's GameNetworkingSockets is now available

    Posted: 30 Mar 2018 05:19 PM PDT

    Questlike - Post Mortem

    Posted: 31 Mar 2018 06:14 AM PDT

    Eastshade: Developing a Game About Making Art

    Posted: 31 Mar 2018 06:12 AM PDT

    How did you do your "Market Research"?

    Posted: 31 Mar 2018 10:05 AM PDT

    Hi all!

    I'm in a very fortunate position that I have an oportunity to get a big lump sum of funding.

    One of the key things I need for it is to shpw I've done Marlet Research. Basically they want to make sure the game will sell.

    I'm finding it difficult to gather sales data. And other than that I'm unsure what else is important to show!

    This is one area that I'm at a loss in. Do I just show how well similar games like it have sold? Do I show steam congruent players? Do I show how well Riot Games skins sell? (if so how can I even find data on it)

    submitted by /u/Rowduk
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    My new skybox! feat. dynamic lighting and glowing sunsets

    Posted: 31 Mar 2018 12:00 PM PDT

    How to go about creating large 3D open-world terrain?

    Posted: 30 Mar 2018 11:58 PM PDT

    I was curious on this and I'll get straight to the point. I'm not sure how you would do this. Would you construct the entire thing as one mesh and then split it up later in your 3D modeling software of choice? Would you then need to make only certain parts of the map visible while modeling it so your GPU doesn't explode from rendering 10 billion vertices? Any input is helpful, Thanks!

    submitted by /u/BreakinMyBallz
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    Can we make better video game experiences with psychology and social media?

    Posted: 31 Mar 2018 11:09 AM PDT

    Crime Code - detective, noir & pixels (in developing)

    Posted: 31 Mar 2018 10:57 AM PDT

    Creation of a Kitchen in Blender, have you some feedback?? :-)

    Posted: 31 Mar 2018 10:17 AM PDT

    Screenshot Saturday #374 - Charming Presentation

    Posted: 30 Mar 2018 08:01 PM PDT

    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: What was a game that lived up to your expectations?

    submitted by /u/Sexual_Lettuce
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    Gamasutra: Adam Saltsman's Blog - GDC Wrap-up Part 1: Notes on Indie Publishing (Spring 2018)

    Posted: 31 Mar 2018 01:50 AM PDT

    Robocalypse Now: Using Deep Learning to Combat Cheating in 'Counter-Strike: Global Offensive'

    Posted: 31 Mar 2018 05:22 AM PDT

    A Couple Strategies For Your KickStarter Campaign, From Dev to Dev

    Posted: 31 Mar 2018 12:30 PM PDT

    Devlog: beginning to work on some volumetric lighting effects. going for full-on blade runner..

    Posted: 30 Mar 2018 10:34 PM PDT

    I had to convert to linear color space, so that'll require me to massage the colors and contrast to get them how I like 'em, but foggy volumetric lighting is going to enable me to express some cool effects. full on blade runner light beams incoming..

    I started this project for 7drl, and i guess this has taken a bit more than 7 days, but I'm really happy with how the game looks, feels, and sounds. still planning to release as soon as possible.

    https://i.imgur.com/g0NbQeU.png https://i.imgur.com/V21mEti.png

    I render the whole game to a 1280x720px texture, with the beta 2.0 postprocessing stack, depth of field, bloom, screen space reflections, fisheye, and the volumetric fog lighting.

    originally, i was going for an even grittier almost lost PSX game look, but I've gotten a bit more 'creative' about the style I guess. so it's sort of a mix of gritty aesthetic + make sure it runs real fast

    that shadowing artifact on the player is from weirdness in the extinction variable in lexie's volumetric tech, so he says. i don't mind it, but I'm just now getting the lighting working. just did the switch from gamma to linear color space, so it's all very WIP.

    i'd like to get this done soon though. that's the goal!

    Maintaining a devlog here: https://doomlaser.itch.io/gunsngrime/devlog/

    If anyone is interested in the game's soundtrack, here are a couple songs I'm using from one of the talented musicians I've found through Soundcloud.

    https://www.youtube.com/watch?v=uNl644dPBLc https://www.youtube.com/watch?v=lxZQgg30ar4

    and here are a couple of my lighting and effect references from Blade Runner itself:

    cheers, /r/gamedev homies.

    if anyone is interested in following the development and whatever else more closely, you can find me on Twitter as @Doomlaser

    submitted by /u/ryanpaulfan
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    AdSense for games (AFG) requirements and hosting a single game on a dedicated domain

    Posted: 31 Mar 2018 05:36 AM PDT

    I am making a browser-based game with HTML5, JavaScript and Canvas.

    In the past I have read horror stories about people getting banned from AdSense for life for no apparent reason.

    The AdSense for games overview says:

    AdSense for games allows you to earn money from your HTML5 web games using Google's Interactive Media Ads (IMA) SDK. The Google IMA SDK allows developers to make ad requests to the AdSense network, interpret ad responses and render ads. Many of the leading gaming publishers use Google's IMA SDK to request and display in-game ads.

    Alright so far so good.

    Requirements

    If you want to integrate AdSense for games into your HTML5-based web games, you'll need to make sure that you adhere to the following prerequisites:

    • Ensure you're compliant with the AdSense program policies, including these specific games policies.
    • Utilize a game launcher capable of Google IMA SDK integration and/or compliant with VAST 3.0 and VPAID 2 JS.
    • Utilize a HTML5-based game launcher: AdSense for games is only available for HTML5 web game content.
    • Have a high volume of games content, i.e., greater than 70% games content with over 1 million games impressions monthly.

    Ok, the AdSense program policies and the games policies look pretty straight forward. Basically: don't have pornographic, violent or otherwise offensive content, don't partake in click-fraud (we'll get back to that one though), don't deceive your users, don't host malicious code, only place AFG ads when game is visible, and so on and so forth. It's important stuff and it must be understood in detail but for now let's not focus on that.

    The thing that I am wondering about is the fourth point in the above quoted bullet list; "have a high volume of games content, i.e., greater than 70% games content with over 1 million games impressions monthly".

    Two things here:

    1. "High volume of games content, i.e., greater than 70% games content". If the website is hosting just a single game, and the game is embedded in the landing page then if that was the only page on the site then in a way that is "high volume of games content", right? But is a single game enough? And what exactly is "games content" anyway? Is it only the actual game itself or is it also information pertaining to the game? And what about adding things like discussion boards, high score tables, user galleries etc -- if all of those are about the game itself, are they "games content" or not?

    2. Let's talk about "over 1 million games impressions monthly."

    "Over 1 million games impressions monthly."

    AdSense help says the following about impressions:

    An impression is counted for each ad request that returns at least one ad to the site. It is the number of ad units (for content ads) or search queries (for search ads) that showed ads.

    Ok so let's investigate the worst-case scenario and say that our game is not very good at keeping players playing.

    Let's say that we display an in-game ad on the game menu, we display another small one at the bottom of the game screen while the user is playing and we display another one on the game over screen.

    Let's say that all of our players rage quit when they get game over.

    So we are displaying 3 ads to each user.

    Then we need our game to be played 1 000 000 / 3 ~= 333 333 times per month, so 333 333 / 30 ~= 11 111 times per day on average.

    Damn that seems quite hard to achieve.

    Let's say that our visitors enjoy the game enough that on average they spend 30 minutes in our game at a time, once per day.

    During these 30 minutes we show them ads at the main menu, while they are playing and each time they get game over. Let's say that they get a game over about once every 7 minutes. Then we have main menu + four game overs so five impressions from that. Additionally instead of showing one ad constantly at the bottom, let's wait 30 seconds before we show it and then we display that ad for 2 minutes before we unload it then we wait another 30 seconds and repeat. During each 7 minute period of play this gives us three impressions more. So in the 30 minutes they play we have four times three impressions from that. That's 12 impressions. Combined with the other five we have 17 impressions. So then we need 1 000 000 / 17 ~= 58 824 gaming sessions per month. That's 58 824 / 30 ~= 1961 gaming sessions per day.

    That seems quite difficult still for someone that is making their first commercial game and do not have a following.

    What is the best course of action here in your opinion? To have ads from the get-go or to wait until we have a decent amount of traffic.

    Other thoughts?

    submitted by /u/codetrotter
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    Awesome Black Hole tutorial in Unity3d

    Posted: 31 Mar 2018 07:12 AM PDT

    Nice talk from Jason Rohrer, creator of Passage, The Castle Doctrine, and One Hour One Life. I identify with so many elements he brings up: Productivity, Motivation, Stress Burnout, Personell Drama, The Siren Song of Flow, Notes.. Good messages from Roald Dahl & Seinfeld too.

    Posted: 31 Mar 2018 09:21 AM PDT

    Awesome Free Music For Gaming Channels

    Posted: 31 Mar 2018 09:08 AM PDT

    First glimpse on Turn It On! 's 3rd setting - the black box compilation. C&C welcome! (#screnshotsaturday)

    Posted: 31 Mar 2018 08:56 AM PDT

    Playing videos in monogame?

    Posted: 31 Mar 2018 01:15 AM PDT

    Hi everyone,

    I'm rewriting a game launching front-end that I originally wrote in Blitzmax...in C# using monogame. I'm having some issues with monogame's videoplayer in that it seems to not like playing multiple videos simultaneously...or creating a new VideoPlayer, destroying it, and making another one (AKA: it's buggy).

    I've tried to find a replacement Video Playing module for it, but I haven't been very successful. Does anyone have any recommendations, or even recommendations for a different framework I should try that does focus on 2D + works well with video playing (I have a 1080p video for each game I want to show in the loader).

    I'm well-versed in C#, but not C++.

    Thanks in advance!

    submitted by /u/spozzy
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