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    Saturday, March 10, 2018

    Hi Guys! I found an abandoned temple in Bali and recorded the overall jungle sound like the water, walking, birds and crickets! Feel free to use it and greetings from Bali!

    Hi Guys! I found an abandoned temple in Bali and recorded the overall jungle sound like the water, walking, birds and crickets! Feel free to use it and greetings from Bali!


    Hi Guys! I found an abandoned temple in Bali and recorded the overall jungle sound like the water, walking, birds and crickets! Feel free to use it and greetings from Bali!

    Posted: 09 Mar 2018 08:06 PM PST

    Save and Load A Multidimensional Array in C# Unity

    Posted: 10 Mar 2018 09:51 AM PST

    Is it legit to advertise a videogame by leaving CDs around in the city?

    Posted: 10 Mar 2018 04:28 AM PST

    I'm developing a videogame, and I would like to know whether it would be legit to "advertise" it by leaving some CDs around (near crowded places). The CDs are going to contain a demo of the game. The game demo won't contain any viruses, but would it still be legit to advertise something this way?

    submitted by /u/randomUser1525
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    Do you take your reputation into account when deciding on your next project?

    Posted: 10 Mar 2018 05:16 AM PST

    Hey everyone!

    Here's a thing that just popped into my mind when I was thinking of what my next project might be. I have played a lot of games over the years, and those games fall in a lot of different genres. Companies get a certain reputation for making good games of a certain kind (eg Obisidian with RPGs).

    Now, the question is, do you take into account your personal reputation when deciding your next title? Apart from the experience that you have in making games of a certain genre, if you wanted to make a completely different game from everything you've done before, would you rather not do it because people have gotten to know you for certain types of games?

    submitted by /u/Overlord_Prime57
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    Designing time elements and survival needs

    Posted: 10 Mar 2018 09:31 AM PST

    Optimizing for low-end hardware

    Posted: 09 Mar 2018 11:55 PM PST

    I often play on low-end hardware, and usually only low-to-medium tier PCs are available in my area.

    What I noticed is that many modern games perform very poorly, whereas many older games perform just fine despite looking more detailed and polished.

    Some examples:

    • Penumbra and Amnesia run very well
    • Half-Life 2 series, Portals 1 and 2 and all other Source games run on max FPS and look gorgeous
    • Inside, while having a minimalist look, does not run on max FPS
    • Observer and Bendy and the Ink Machine have very noticeable FPS drops even on minimal settings (note that the latter has a very minimalist and simple artstyle)
    • Hob is unplayable on minimal settings, runs at 5-10 FPS despite using minimal resolution textures and very blocky shadows

    As you can see, performance of the games does not always correlate with their visual quality.

    My goal is to make games that ideally run as well as HL2 on older PCs. So, I have some questions:

    • How much does this depend on the engine? Are there engine comparisons that consider performance on low-end PC?
    • I noticed that Unreal games (or even blank prototypes from Unreal Editor) run slower than most Unity games on my PCs. Does a particular aspect of rendering pipeline cause this?
    • Why does Source perform so well? Is it because of using BSP data structures, or are there other major factors?
    • What are the most important things I should consider when developing games (either in my custom engine or a third-party one)? I assume that GPU performance is a bottleneck, so I need to minimize the use of shaders. This is a huge topic, but is there some general advice on optimizing rendering? I am talking specifically about things that make older games and engines perform so well, not those that are already done by modern engines (like batching/instancing).

    I would appreciate any suggestions and advice!

    submitted by /u/smthamazing
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    How do new games on ios even get seen?

    Posted: 10 Mar 2018 06:57 AM PST

    As far as I can tell, if youre not in the top 200 or on apples "new and noteworthy" or any of their other featured spots.. youre screwed?

    Is the only way for people to see your game through a direct link or a direct search? In other words they have to already know your game exists and be interested in it?

    submitted by /u/Iinzers
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    Screenshot Saturday #371 - Top Presentation

    Posted: 09 Mar 2018 07:49 PM PST

    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 has been the most useful game design presentation/article/whatever you've read or watched?

    submitted by /u/Sexual_Lettuce
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    I used to have fun game ideas but couldn't program them. Now that I can program, I don't have any good ideas

    Posted: 10 Mar 2018 12:03 PM PST

    A vicious cycle, I want to make games but have 0 ideas for a fun game. I don't know what happened but I used to have a ton of fun ideas for games, now I hit a wall I'm creativity. I've tried /r/gameideas but nothing really clicked. Anyone have those days where you can program, and want to, but have little to no ideas?

    submitted by /u/i_nezzy_i
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    Where to publish sexually explicit mobile game?

    Posted: 10 Mar 2018 12:02 PM PST

    I'm thinking of developing a mobile game for android that's going to be pretty sexually explicit. Google play store doesn't allow apps like this. What do you guys think is the best way to publish and hopefully gain an audience? I'm thinking maybe starting a website where you can download it and then try marketing the site? What about if I made it for iOS too.. how would that work?

    submitted by /u/raindropsandrainbows
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    What game would you prefer?

    Posted: 10 Mar 2018 11:26 AM PST

    I'm working on a game and I'm not sure which direction I should go in, please give me some feedback about which way you would enjoy most.

    1. Choose different parts of your mech and then drop it down to the island. Use your mech to survive and fight Aberrants and Lightless and ultimately slay Yog-Sothoth, the gatekeeper. Focus on futuristic weapons

    2. Choose from 3-4 different classes of cultist and level up by making sacrifices to your evil god. Focus on primitive weapons

    3. Start on a small modern island and collect and build realistic guns and swords to slay the mad scientists behind a virus that turns people into monsters.

    submitted by /u/Cthulhubane
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    Game developers: what are your opinions about daily stand-up meetings and distributed development? Results will be shared.

    Posted: 10 Mar 2018 11:18 AM PST

    Launching a game off-Steam: Week 1 numbers for One Hour One Life

    Posted: 09 Mar 2018 03:15 PM PST

    Free Music for Game Dev - CC4

    Posted: 10 Mar 2018 11:05 AM PST

    Hey everyone! Ever need good quality music for a game but don't want to spend money? I write music that is free to use. Check out some of these tracks and see if they fit what you're looking for. Free to use music Creative Commons 4.0. If you have any suggestions for music you would like to see in the future, please let me know!

    Orchestral:

    https://youtu.be/afy3QlrKFS4

    https://youtu.be/IhgO4beUyFI

    Electronic:

    https://youtu.be/r3iBgm04f1Q

    https://youtu.be/svrxXoCMlL8

    Hip Hop:

    https://youtu.be/_CasXSQgglU

    https://youtu.be/anYuCQ8Y7Xc

    Ambient:

    https://youtu.be/qUmaQGyk9Jc

    submitted by /u/CanadianHerb
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    In-Game Feedback: Top 6 Advantages Of Doing It Right

    Posted: 10 Mar 2018 10:57 AM PST

    Lock movement to a moving/rotating plane

    Posted: 10 Mar 2018 06:59 AM PST

    I'm building a Star Fox 64 clone of sorts in Unity.

    I figured out a smooth way to handle the movement and keep the feeling of the original but got stuck on some vector 3 logic.

    I need a object to follow another locked at 10 units behind but able to lerp on the plane perpendicular to forward. When moving straight (Vector3.zero) it is as simple as locking the following object to the same z position but 10 units behind. I can then freely change the x and y values while keeping the same distance.

    But if the lead object is moving towards some random direction, the plane is harder to calculate can I can't just do a vector2 lerp to figure out the x and y.

    I thought about making the follower a child of the lead, but then if the lead object moves up or down, I need to do the opposite to the follower as well to just maintain position. While this does work, I'm making for a more mathematical based solution. Largely to also work on my understanding of vectors and 3d space.

    Thanks for any help!

    Also, if this is the wrong place to ask, where should I go?

    submitted by /u/UpsAndDownsNeverEnd
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    Awesome explanation & demonstration of vertex texture animation, useful for simulations & destruction in games

    Posted: 09 Mar 2018 04:41 PM PST

    Using Play Games/Game Center leaderboard UI vs custom UI?

    Posted: 09 Mar 2018 11:17 PM PST

    Personally I've always felt that apps that use the Play Games/Game Center leaderboard UI felt cheap and lazy, since it halts the game music and breaks the UI cohesion. I like custom app-specific leaderboard UI that still uses the PG/GC as the backend much more (e.g. Plants vs Zombies). But I've noticed that so many of the top mobile games use the PG/GC leaderboard UI, and so I assume that users must actually prefer that common UI, since those top games are market tested like crazy and not so design/resource constrained that they can't make their own custom leaderboard UI. Does anyone have insight on whether users indeed prefer the common PG/GC leaderboard UI, which is why top games like Temple Run, Dash Quest, etc decide to use it instead of their own custom UI?

    submitted by /u/treeplantis
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    Does living in a country with a low cost of living help in being a successful game dev studio?

    Posted: 10 Mar 2018 09:40 AM PST

    We're 3 guys from Eastern europe, we would be totally cool with having each ~1k/mo income. I guess that's kinda low for USA and other well developed countries. Is the burn rate a big factor for succeeding in game business? Because I think developers/designers in US expect to make ~3k each month, that is 3times bigger budgets needed for game developing, seems like that could really work in our favor, but how is it in practice?

    submitted by /u/Huseens
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    How many players needed for a real working “stock market”?

    Posted: 09 Mar 2018 08:56 PM PST

    We've released the first version of a humorous 'stockbroker simulator' game called Comish. Currently the 'investing' in the game is a simple odds based spin wheel.

    Our goal now is to add a new mode that offers a real working stock market. The price of the stocks would be pushed higher/lower based on what real players are buying or selling and in what quantities, like a real stock market. There will also be opportunities for market manipulation, insider trading, etc (with penalties if you get caught).

    The question is, for this to work, how many daily active players would you predict might be required? We've just hit 100k downloads for the game and it's picking up speed but we feel we'll need MUCH more for this to work. There always needs to be real buyers on the other side of all sellers (and vice versatility), otherwise it's not going to be the wildly unpredictable and living market we're going for. Is this a concept that requires hundreds of thousands of concurrent players to work properly, or do you hunk it can it be done with less?

    If interested in taking a look at the game in its current state, it's called "COMISH" on app stores. By Opposite Lock Games.

    Any thoughts you feel like contributing would be greatly appreciated!

    submitted by /u/jonathansheklow
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