GDC Vault 2018 is up: Lots of free talks! |
- GDC Vault 2018 is up: Lots of free talks!
- Just released my first game today, a mobile city-building idle-sim called "Mayor! Mayor!" (Android)
- A preview of a multiplayer competitive platformer that I'm working on with a friend!
- Valve's GameNetworkingSockets is now available
- Questlike - Post Mortem
- Eastshade: Developing a Game About Making Art
- How did you do your "Market Research"?
- My new skybox! feat. dynamic lighting and glowing sunsets
- How to go about creating large 3D open-world terrain?
- Can we make better video game experiences with psychology and social media?
- Crime Code - detective, noir & pixels (in developing)
- Creation of a Kitchen in Blender, have you some feedback?? :-)
- Screenshot Saturday #374 - Charming Presentation
- Gamasutra: Adam Saltsman's Blog - GDC Wrap-up Part 1: Notes on Indie Publishing (Spring 2018)
- Robocalypse Now: Using Deep Learning to Combat Cheating in 'Counter-Strike: Global Offensive'
- A Couple Strategies For Your KickStarter Campaign, From Dev to Dev
- Devlog: beginning to work on some volumetric lighting effects. going for full-on blade runner..
- AdSense for games (AFG) requirements and hosting a single game on a dedicated domain
- Awesome Black Hole tutorial in Unity3d
- 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.
- Awesome Free Music For Gaming Channels
- First glimpse on Turn It On! 's 3rd setting - the black box compilation. C&C welcome! (#screnshotsaturday)
- Playing videos in monogame?
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 |
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) [link] [comments] |
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! [link] [comments] |
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. Bonus question: What was a game that lived up to your expectations? [link] [comments] |
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 [link] [comments] |
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:
Alright so far so good.
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:
"Over 1 million games impressions monthly." AdSense help says the following about impressions:
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? [link] [comments] |
Awesome Black Hole tutorial in Unity3d Posted: 31 Mar 2018 07:12 AM PDT |
Posted: 31 Mar 2018 09:21 AM PDT |
Awesome Free Music For Gaming Channels Posted: 31 Mar 2018 09:08 AM PDT |
Posted: 31 Mar 2018 08:56 AM PDT |
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! [link] [comments] |
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment