“Make games, dude”: Tom Jubert on how to become a Game Developer (Interview) |
- “Make games, dude”: Tom Jubert on how to become a Game Developer (Interview)
- Krita 4.0 for Pixel-Art : My New Favourite Pixel Art Editor
- I'm creating a portfolio museum for myself. Feedback is welcome!
- How do I advertise without being annoying?
- C++ Voxel Engine (using Urho3D)
- C# Source Code for the Unity editor/engine has been (officially) released
- What's the quickest way to create an LLC and merchant account for the App Store / Play Store?
- Looking for indie title (PC) to localize into Russian pro bono
- Aether Engine: MMO Scale made easy with Aether Engine and UE4
- 2D game-art tutorial - create buildings quick and easy using vectors the modular way
- tinytiled - Tiled JSON map parser/loader in C single-file header
- Good 3d Rendering Engine for use with c++ that has PBR and a good lighting system?
- Unity vs. Unreal for Networked Multiplayer
- Devs who left regular jobs to pursue making games: what challenges did you face and how did you overcome them?
- How to fight Z-Fighting?
- I don't understand my admob publisher ID
- TSM Myth reacts to The Entire Flipagram
- Mutex and Semaphores, What's the Difference?
- Can someone explain Growtopia success?
- How should I learn "theoric" game programming culture ?
- Hypothetical question
- Publishing games as a teen (< 18yr)
“Make games, dude”: Tom Jubert on how to become a Game Developer (Interview) Posted: 26 Mar 2018 10:27 AM PDT |
Krita 4.0 for Pixel-Art : My New Favourite Pixel Art Editor Posted: 25 Mar 2018 11:47 PM PDT |
I'm creating a portfolio museum for myself. Feedback is welcome! Posted: 26 Mar 2018 07:25 AM PDT I'm a cameraman/video editor and I sometimes do photography but I also like to dabble in 3D modeling. Usually I put everything on my website for people to view but I wanted to do something else for a change. So I started work on my own interactive museum: https://i.imgur.com/JcIZLrf.jpg Right now it's 50% working on it and 50% experimenting with various stuff within Unity but it's coming along nicely :) If you want to know anything just ask me! Feedback and/or ideas are also welcome. [link] [comments] |
How do I advertise without being annoying? Posted: 26 Mar 2018 12:26 AM PDT How do I build a following? Is it just as simple as making a great game, or is there a lot more to it? It blows my mind a little bit because if you look at some AAA budgets, a HUGE chunk stems from budgeting. Is exposure luck based, or really a verdict of the game's quality? I know there's no one right answer - but I'd love to hear your thoughts. [link] [comments] |
C++ Voxel Engine (using Urho3D) Posted: 26 Mar 2018 04:26 AM PDT |
C# Source Code for the Unity editor/engine has been (officially) released Posted: 25 Mar 2018 02:40 PM PDT |
What's the quickest way to create an LLC and merchant account for the App Store / Play Store? Posted: 26 Mar 2018 09:10 AM PDT It would just be so convenient to upload my .apk and .ipa right now, Apple and Google used to allow you to use a "DBA" ("doing business as" name) but they discontinued it and everyone says "LLC is a must!" So I think I'll go that route. I need the LLC, a DUNS number, and a merchant account (whatever that is? just a credit-card in my LLC name?) Anyone have experiences with this? And if so, how long and how much $ did it take? (I'm in California btw). [link] [comments] |
Looking for indie title (PC) to localize into Russian pro bono Posted: 26 Mar 2018 09:14 AM PDT I am working on an article about game localization, and I can't use any of my past paid projects due to NDA and other bs. So I am looking to do some pro bono work in exchange for an okay to use the screenshots/problems/solutions and a limited access to game statistics (such as, say, steam sales). Soo what do we gotta know to swipe right? Me:
You:
The game:
Right now I am looking for one project only (well, maybe two smaller ones) and for Russian only; later on I might be able to talk my colleagues from other language teams into pitching in. UPD: no effing idea what the flair should be; sticking with question for now. [link] [comments] |
Aether Engine: MMO Scale made easy with Aether Engine and UE4 Posted: 26 Mar 2018 06:35 AM PDT |
2D game-art tutorial - create buildings quick and easy using vectors the modular way Posted: 26 Mar 2018 02:14 AM PDT It's been a while but here is the next 2Dgameartguru tutorial on small and simple buildings to populate town or map scenes created in vectors using mainly simple rectangles. http://www.2dgameartguru.com/2018/03/building-2d-gameart-house-quick-and.html The tutorial is done using inkscape but can be recreated in any other vector design tool (Illustrator, Affinity Designer, CorelDraw, etc.) [link] [comments] |
tinytiled - Tiled JSON map parser/loader in C single-file header Posted: 25 Mar 2018 08:49 PM PDT Hey all, Tiled is a pretty cool open-source map editor that many 2D games use. Tiled can export to a few different formats, one of which is the JSON format. Loading up these files can be a bit of a chore, especially if one opts to use heavy-weight parsers, when a potentially much smaller and simpler parser would be nice to have. When making a game often times it is really nice to be able to avoid dependencies. Adding dependencies to a game affects many aspects of a game, a couple of which are: compile/build times and shipping size of the final game. I've written a single-file header library in C, called tinytiled.h for loading up an entire Tiled map exported in the JSON format. The map is loaded up into plain-old-data C structs, and from there are easily read by the user by directly accessing the struct fields. The structs are just one-to-one mirrors of the json documentation for Tiled. This header has turned out to be really nice to use for my own stuff, and I'm happy to share! Just load up the map, access relevant fields, and then use the associated free function when done. I have a full example here (loads up a test map file and prints out all the contents). Internally tinytiled.h uses some efficient allocation algorithms and string interning to keep memory consumption to a minimum. Additionally, the internals can be customized by defining various macros (like for memory allocation, or even custom CRT functions). Here's a little example of what a typical use-case looks like (this example was taken from the tinytiled.h docs): If anyone takes a peek at the code or tries it out, let me know if there is any feedback. Hopefully this header turns out useful for someone! [link] [comments] |
Good 3d Rendering Engine for use with c++ that has PBR and a good lighting system? Posted: 26 Mar 2018 08:42 AM PDT So I am looking for a good rendering library/engine for use wiht my own game engine, and I want to have PBR, a good lighting system, and have the ability to make it look like Unrreal Engine kind of graphics without too much effort. I already know ogre3D, and it is a candidate on my list, but I was wondering if there were any other engine out there too. Somebody have any suggestions? [link] [comments] |
Unity vs. Unreal for Networked Multiplayer Posted: 26 Mar 2018 10:09 AM PDT Hi all, I've been working with on a game for almost a year, and specifically in Unity since last ~June/July. The game's an objective based brawler (small teams... in the range of 3v3 to 6v6 or so) for PC. To this point, since I was learning Unity (and gamedev in general) from scratch, I have been working on mechanics in a single player project. I'm at a stage where I have several characters with relatively mature sets of abilities and animations fighting bots. The gameplay itself is getting really close to my target... however... I'm now trying to implement multiplayer networking. Wow, what a huge challenge. Trying to implement UNET into a relatively functionally mature game has been nearly impossible. I don't regret doing single player first as I needed to learn the basics, but I definitely see why people encourage thinking MP from the start. Regardless, I must carry forward. Option A: Make a new Unity project, and integrate mp networking into my scripts 1 piece at a time (i.e., bring my player/camera controllers over, get those networked, then bring over abilities 1 at a time, then UI etc.). Essentially, still using what I've done but integrate networking 1 step at a time. My issue now is I try to get one piece networked, but the rest of the game breaks so much its impossible to work around. Option B - Similar to A, but switch to Unreal Engine 4. I have been researching the heck out of multiplayer/networking/replication, and have seen a handful of people say UE4 has a much more mature/robust solution. I have been poking around some tutorials and courses to try to get a sense, but honestly, at this point, my general Unreal knowledge is so poor it is hard for me to judge. However, if it is truly the better solution... now would be the time to swap. So, what I am really looking for are some honest and experienced opinions on Unity vs. Unreal for networked multiplayer. Any pros and cons, lessons learned, etc. would be extremely helpful. I can certainly keep chugging along with Unity, but I don't want to find out 6 months from now that Unreal was the better solution. At the same time, switching engines will be a major re-learning and re-coding effort for me, so if the benefits are minimal, I don't want to delay my project 2 months learning UE4. Thanks so much for any thoughts/opinions! [link] [comments] |
Posted: 26 Mar 2018 06:21 AM PDT I'm currently working a regular programming (not gamedev) job. Before jumping off the deep end and quitting work to focus on indie gamedev, I'd like to know what others have faced during a similar transition. How did you handle the psychological and financial stresses of leaving relatively secure employment for the uncertainty of making games for yourself? Did it work out in the end? Would you do it again? [link] [comments] |
Posted: 26 Mar 2018 05:02 AM PDT Hi! I'm working on a kind of block based game where we want the player to be able to put a block inside another block, but this obviously results in z-fighting. The simplest solution would be to move it on one of the axes, but that would create issues if you use it on a larger build. Is there any other simple way to fix this issue? [link] [comments] |
I don't understand my admob publisher ID Posted: 26 Mar 2018 07:40 AM PDT I don't understand my admob publisher ID https://phonegap.com/blog/2016/08/09/appfeel-guest-post/ I am following this guide to try and put admob ads in my app. According to the guide my code needs my publisher ID in the following format: publisherId: "ca-app-pub-XXXXXXXXXXXXXXXX/BBBBBBBBBB" But when I go to my ad mob account and check my publisher ID at the settings page My publisher ID is in a different format. It says my publisher ID is something like this "pub-xxxxxxxxxxxxxxxx" so without the ca-app at the beginning and the B's at the end so what do I put in those places ? [link] [comments] |
TSM Myth reacts to The Entire Flipagram Posted: 26 Mar 2018 11:40 AM PDT |
Mutex and Semaphores, What's the Difference? Posted: 26 Mar 2018 11:25 AM PDT |
Can someone explain Growtopia success? Posted: 26 Mar 2018 07:24 AM PDT Hey, I have recently talked to a Ubisoft Manager who explained me that they acquired Growtopia because they have millions of DAU and that the game is making a lot of money. Didn't know Growtopia is that successful. Just had a look at the game and I don't understand it. Can someone explain to me from where their success is coming from? As we are doing our own 2D Sandbox Platformer (Crazy Dreamz: MagiCats Edition), this game is an incredible mystery for me. Thanks in advance. [link] [comments] |
How should I learn "theoric" game programming culture ? Posted: 26 Mar 2018 10:51 AM PDT Hi :) Let me explain myself ! I'm a professional gamedev working in my own company with friends, where I have a role of Producer and Game Designer, mainly. That's what I learned in my grades, but besides of that, around game jams and student projects I made some projects, sometimes being the only programmer, that's why I can say that taken together, I cumulate around 16 work weeks equivalence of coding in C# in Unity. I've always been good at maths and particularly appreciate the systemic / algorithmic way of game design so that was a pleasure for me to do so. The biggest pain I had when programming game was that I feel that I had all the technical tools I needed, but I was clearly lacking the theoric basics, the concepts, to go over the DIY hacks I was doing, and be able to make projects which are optimized and sufficiently well made to be built on for years. That's for my background. Let me tell you about my intentions now.
So, what I'm looking for, are the best advices and resources to get this theoric knowledge in mathematics, computer science and how video games run. The use cases I would like to solve is : - discuss more conceptually and deeply with my programmer colleagues, especially to be a good sparring partner (like "maybe you should use this -concept-" rather than "I've you think about using a if condition ?") - acquire a culture in the history of mathematics, computer science which could provide me some interesting way of parallel thinking for totally other stuff ! - Practicing programmation is not a must, but if you tell me that it's the best way to get this knowledge I want, I'll do it. I hope you understand my problem, I don't mind about quantity or difficulty so bring it on ! :) Thank you [link] [comments] |
Posted: 26 Mar 2018 10:37 AM PDT I'm not going to do this but it's a thought I had. Let's say I was able to create a match-3 type game and then reskin it 10 times so that it looks like it's 10 different games but it's only 1 under the covers. Does anything stop me from releasing all 10 of these games in a single day on the google play/app store? Is that considered 'spam'? Again not doing this as it can kill your dev career but hypothetically speaking would you be able to do that and do you think it can work? [link] [comments] |
Publishing games as a teen (< 18yr) Posted: 25 Mar 2018 10:44 PM PDT Ok, so I'm a teen (< 18yr) game developer, been for a few years so far. I just started working on my first "real" game, it's been going fluidly but I ran into a problem. The game is nowhere complete yet, but when it is, how do I publish it to make at least a little bit of money or gain popularity to get fans. Are these too difficult goals for a teen because you can't really sign any contracts? [link] [comments] |
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