I Took Dr. Penny de Byl's Unity Shader Course So You Don't Have To |
- I Took Dr. Penny de Byl's Unity Shader Course So You Don't Have To
- Interview: Moving Forward Towards Your Goal - Edmund McMillen
- Adam Saltsman's notes on indie publishing
- Making my first game
- Unity 5 2018.1 vs unreal engine 4
- Hearthstone-like Action Queue?
- A question on route-finding algorithms.
- Help me spitball an idea for a 1 month game-jam resulting in a for-sale game
- Looking for estimate on a programmer
- New Doom's deceptively simple design
- What does the future of game programming look like.
- What makes vector art have that mobile look? (And how can I avoid it?)
- How to write a 2D UFO game with the Orx Portable Game Engine (beginners)
- How do others find the use of Instagram to promote their work?
- Live++ - Live code with C and C++
- Trouble dealing with ranking math formula
- Looking for new Water Shader
- New game? New bug
- Ship Mechanics using Thrusters and Bullet Physics
- Grayscaling and brightness adjustment to Android bitmaps with the canvas
- Sci-fi Sound Effects using Reformer Pro
- Making Things Up: The Power and Peril of PCG (Procedural Content Generation, GDC 15, Youtube)
- How to sell/promote your "old" (1-5 year old) games ?
- What does AAA game studios use to handle .nif files?
I Took Dr. Penny de Byl's Unity Shader Course So You Don't Have To Posted: 29 Mar 2018 05:46 AM PDT |
Interview: Moving Forward Towards Your Goal - Edmund McMillen Posted: 29 Mar 2018 06:58 AM PDT |
Adam Saltsman's notes on indie publishing Posted: 28 Mar 2018 09:48 PM PDT |
Posted: 29 Mar 2018 03:01 AM PDT Hi guys. So I'm a bit out of my depth here. My partners 21st is coming up in two months and I really want to make a simple computer game for him. My idea is to have 'levels' related to memories we have had as a couple and each level will have a mini game in. It will be very basic and childish - the games will be probably all puzzle-type games. Also I want it on a disc just for him, not to release as an actual game! Can you give any pointers? Any simple software that you would recommend? I don't have any experience in this! Any help is welcomed, thanks in advance! [link] [comments] |
Unity 5 2018.1 vs unreal engine 4 Posted: 29 Mar 2018 08:15 AM PDT Hello I want to develop a cartoony style fps or real looking rts game so which game engine is best for creating levels in this type of genres? Also let me know in the comments who are supporting Unity so give me suggestions that should I script in C# or JavaScript (optional question). Sorry for my bad english [link] [comments] |
Hearthstone-like Action Queue? Posted: 29 Mar 2018 08:37 AM PDT I'm working on a turn based board game, and I'm having issues getting all of my events timed properly. Does anyone have any references or suggestions for how to implement a system similar to Hearthstone's? For anyone unfamilar, in Hearthstone you can complete n-number of actions before the first action resolves, but all of the actions get stored into a queue and execute sequentially once the previous action has resolved. This allows for clean execution of events that prevents actions from overlapping each other when theyre not supposed to. Thanks! [link] [comments] |
A question on route-finding algorithms. Posted: 29 Mar 2018 01:04 AM PDT So I've been trying to make a video game for my computer science assignment and it's going to be a boss-rush style game with a top down perspective (similar to Titan Souls) and for my bosses AI I've considered using the A* algorithm however I don't know whether this would be very effective. To implement this I plan to divide the map into squares and form a grid, these coordinates should act as the "nodes" for the algorithm to work with. I'm just wondering whether or not this is the best option considering my style of game. If this post doesn't belong on this sub then I would appreciate it if you guided me to a sub where it does. [link] [comments] |
Help me spitball an idea for a 1 month game-jam resulting in a for-sale game Posted: 29 Mar 2018 10:52 AM PDT Alright, here's the premise:
My thoughts and reasonings for something like this:
[link] [comments] |
Looking for estimate on a programmer Posted: 29 Mar 2018 10:15 AM PDT I own a small studio that makes animations, and I'm considering on starting an indie game. While I employ six full time 2D animators and artists, I don't have any experience with working with programmers. While it's fairly easy to Google how much a programmer might cost per hour, I really have no idea how many hours a full project might take, so I don't know what to budget for programming. The game I have in mind is a 2D card game that I would best summarize as a cross between Hearthstone and the Pokemon video games. Each player has a small group of characters who are always in play, and all of the cards in their decks are spells that their characters can cast. A person loses when all of their characters are dead. Currently there's about 100 cards, but I'd expect to add more later after the core game is functional. Could anyone give a rough estimate how many hours it would take a programmer to make a game like this? [link] [comments] |
New Doom's deceptively simple design Posted: 29 Mar 2018 09:58 AM PDT |
What does the future of game programming look like. Posted: 29 Mar 2018 12:13 AM PDT So I was having a discussion with my professor the other day about the future of programming, and we talked about how the industry is moving from object oriented to functional programming. This is a web development major so it might not apply to games, but where is games programming going? It seems to me (as someone with no experience as a game maker) that the industry standard is C++ and C#. Of course technology is always moving forward so asking "Do you think it will change" is pointless. So rather than that I will ask where do you think it will go, and do you have your eyes on any languages that could be the future of the industry? [link] [comments] |
What makes vector art have that mobile look? (And how can I avoid it?) Posted: 29 Mar 2018 08:43 AM PDT I know mobile game art when I see it. But I want to try to classify it a bit more objectively. It's usually vector based, but not all vector art has the mobile look. Is it flat shading? Shiny gradients? [link] [comments] |
How to write a 2D UFO game with the Orx Portable Game Engine (beginners) Posted: 29 Mar 2018 11:48 AM PDT |
How do others find the use of Instagram to promote their work? Posted: 29 Mar 2018 04:13 AM PDT I've been using Twitter since 2008 (a time when 'tweets' were only known as something a bird produced) but when it came to promoting my game, I decided upon trying out Instagram, just for a fresh approach. Over the past four weeks I saw a steady climb; on some days I was picking up around 10-20 users, and more recently this has eased off to where it's now around 1 or 2 per week. Generally, the people who follow me are fellow gaming/gamedev enthusiasts, along with the expected 'double tap on this specific part of the screen if you love this particular game' (even though it makes no frickin' difference where you tap). I'm not here to promote my own Insta account but I was just curious - do you still find Twitter to be beneficial or has the ever growing toxicity of the place mean others have found themselves leaving for pastures new? [link] [comments] |
Live++ - Live code with C and C++ Posted: 28 Mar 2018 10:45 PM PDT Ok, I am not sure how many C++ or C Developers we have on r gamedev but check out Live++ it just came out and will greatly increase iteration times if you use C++ or C to code. [link] [comments] |
Trouble dealing with ranking math formula Posted: 29 Mar 2018 12:34 AM PDT I am trying to create rank system where there is increment of base of 10s. Each stage has a further level 1-5 and each show the minimum number exp/value you need to be consider in that stage and level. e.g. 7500 would be Stage 2 level 2 rank Now I just don't know how to quantify this in an actually equation and figure out what rank someone is based on the exp value like 7500. I am working my game in javascript but anythng that can help me greatly be appreciated. For example. For Stage 1: Level 1: 100 Level 2: 200 Level 3: 300 Level 4: 400 Level 5: 500 Stage 2 5000 Level 1: 6000 Level 2: 7000 Level 3: 8000 Level 4: 9000 Level 5: 10000 Stage 3 50000 Level 1: 60000 Level 2: 70000 Level 3: 80000 Level 4: 90000 Level 5: 100000 Stage 4 500000 Stage 5 5000000 Stage 6 50000000 [link] [comments] |
Posted: 29 Mar 2018 10:54 AM PDT Hello everyone, We have been using Mage Fight water shader in our game, however it does not work with DX11 and DX12, it is also causing problems with the Unity 5.6 updated particle system. I'm looking for new water shader that would look as good as the old one, but would work with the new Unity shaders and DirectX versions. Link to the current water: https://gfycat.com/AthleticSaneAnglerfish [link] [comments] |
Posted: 29 Mar 2018 10:38 AM PDT |
Ship Mechanics using Thrusters and Bullet Physics Posted: 29 Mar 2018 10:29 AM PDT Hello, I'm trying to figure out how to fly a ship using bullet physics. Using a root rigid body body then constrained thrusters. The forward direction of the thrusters would be the thrust. I'm experimenting with various methods. https://www.youtube.com/watch?v=3tBglY2bS9E https://www.youtube.com/watch?v=fS2aa7jYRW8 As you see from the videos it partially works. I would have to add a thruster for each side eventually. My thought was I might need one of each cardinal direction and top and bottom. Using the distance and rotation of each thruster apply a impulse either based on the parent rigid body rotation angular velocity. I would have to multiple the local world rotation quaternion to a base quaternion at some point. I would appreciate any help, links, videos, tutorials. [link] [comments] |
Grayscaling and brightness adjustment to Android bitmaps with the canvas Posted: 29 Mar 2018 10:10 AM PDT |
Sci-fi Sound Effects using Reformer Pro Posted: 29 Mar 2018 10:08 AM PDT |
Making Things Up: The Power and Peril of PCG (Procedural Content Generation, GDC 15, Youtube) Posted: 29 Mar 2018 10:03 AM PDT |
How to sell/promote your "old" (1-5 year old) games ? Posted: 28 Mar 2018 05:12 PM PDT Hey! I see a lot of resources on how to sell and promote our brand new games but never anything about promoting semi-old games. I'm thinking about games released 1-5 years ago. Are there any outlets, youtube/twitch channel that promote those? My last game tanked pretty hard with around 600 sales (yup) due to unknown and probably multiple reasons but the game gets positive reviews (88% positive on Steam) so I guess it deserves to be more known. Less than a year later, I'd like to give it a second life, start promoting it again but I'm clueless about how to do this. Most reviewers/Let's players and even players seem to only be interested in fresh games that just released, even though nobody ever heard about my kinda old little game... Did any of you got in a similar situation and managed to turn the odds around? How? [link] [comments] |
What does AAA game studios use to handle .nif files? Posted: 29 Mar 2018 09:50 AM PDT I have found that there is a gap when it comes to .nif file handling tools. NifTool lacks a lot of features that should be standard when it comes to AAA game development. So what do they use in terms of .nif file handling? [link] [comments] |
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