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!
- Save and Load A Multidimensional Array in C# Unity
- Is it legit to advertise a videogame by leaving CDs around in the city?
- Do you take your reputation into account when deciding on your next project?
- Designing time elements and survival needs
- Optimizing for low-end hardware
- How do new games on ios even get seen?
- Screenshot Saturday #371 - Top Presentation
- I used to have fun game ideas but couldn't program them. Now that I can program, I don't have any good ideas
- Where to publish sexually explicit mobile game?
- What game would you prefer?
- Game developers: what are your opinions about daily stand-up meetings and distributed development? Results will be shared.
- Launching a game off-Steam: Week 1 numbers for One Hour One Life
- Free Music for Game Dev - CC4
- In-Game Feedback: Top 6 Advantages Of Doing It Right
- Lock movement to a moving/rotating plane
- Awesome explanation & demonstration of vertex texture animation, useful for simulations & destruction in games
- Using Play Games/Game Center leaderboard UI vs custom UI?
- Does living in a country with a low cost of living help in being a successful game dev studio?
- How many players needed for a real working “stock market”?
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? [link] [comments] |
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? [link] [comments] |
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:
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:
I would appreciate any suggestions and advice! [link] [comments] |
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? [link] [comments] |
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. Bonus question: What has been the most useful game design presentation/article/whatever you've read or watched? [link] [comments] |
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? [link] [comments] |
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? [link] [comments] |
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.
[link] [comments] |
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 |
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: Electronic: Hip Hop: Ambient: [link] [comments] |
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? [link] [comments] |
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? [link] [comments] |
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? [link] [comments] |
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! [link] [comments] |
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