• Breaking News

    Friday, March 2, 2018

    We are getting shaken down for $35,000 by patent trolls for selling rubies in Clicker Heroes

    We are getting shaken down for $35,000 by patent trolls for selling rubies in Clicker Heroes


    We are getting shaken down for $35,000 by patent trolls for selling rubies in Clicker Heroes

    Posted: 01 Mar 2018 05:21 PM PST

    Physics for Game Programmers: Understanding Constraints by Blizzard's Erin Catto

    Posted: 02 Mar 2018 08:56 AM PST

    Why Your Inventory System Might Be Unbalancing Your Game

    Posted: 02 Mar 2018 07:00 AM PST

    How important is offline play to you (for desktop games)?

    Posted: 02 Mar 2018 06:47 AM PST

    Hello, all!

    I'm a software developer who sometimes pretends to be a game dev after the kids are asleep. It's not a serious endeavor or anything. I'm only subscribed here because I enjoy reading about all of your projects and learning about your success stories. Or stories of staying positive in the face of overwhelming challenges. :)

    Anyway, I was hoping to get your opinion on a "game" I'm making. I use quotes because it's all text-based and is built on Electron, so I'm not sure if it qualifies as a game.

    It's in the very beginning stages, but you can read more about it at http://after-game.net and https://github.com/jay-rad/after.

    Currently, the game uses a decentralized networking scheme I'm experimenting with. When you first start the game, you're in an offline, local game world. However, it'll connect to a server for global messaging, sending invites to your game, etc.

    The game has two of my servers built in. As other people fire up servers and opt into supporting network, their server gets broadcasted, and it gets added to everyone's server list (provided they allow unofficial servers in their options). After such event, when someone logs on, the server they connect to will share the updated server list.

    The idea behind it is that the game will continue on, even if my servers go down. Or as insurance for players. Or if someone just wants to play it offline only (you can turn off all networking).

    This, of course, adds some technical and security challenges. Cheating is not a concern at all. People can "cheat" if they want. The game isn't competitive, and is mostly a storytelling and programming sandbox. Or an incremental/AFK grinder, if you want to play it that way.

    I've already got it working, but I'm not sure how well it'll perform at scale. I know this is an extremely niche thing. If I ever even get it playable, I'd be happy if ~5 people were playing it.

    So, my question is, do you think anyone would really care about this feature? Or would I be better off just making it a online-only game on my server, where everything is validated server-side? What would give me the greatest chance of getting 5 people interested in playing? :D

    Thanks, all!

    Also, best of luck to you with your games! There's tons of creativity exploding from this sub, and it's awesome to see your guys' work come to life.

    submitted by /u/Typing_Accurately
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    Game Developers, Share Your Portfolios!

    Posted: 02 Mar 2018 05:19 AM PST

    Hey everyone,

    If you have portfolio that you'd like to show off, share it! Whether you're a professional or hobbyist, it doesn't matter. The more the merrier! I love to look at how other's portfolio's are designed and the kinds of things they've been working on/put in them - and I'm sure it'll be of benefit to those out there still looking to break into the industry.

    Personally, I'd love to see some portfolios from more niche fields too, like tools developers and UI programmers (always interesting to see the fun toys/projects you do in your spare time), but all is welcome!

    To kick things off, I'll start with mine! I'm a junior gameplay/tools contractor: https://joebrogers.github.io/


    I can't wait to see what you all post! Thanks.

    submitted by /u/Pixcel_Studios
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    Tutorial on How To Animate for Games Using KRITA

    Posted: 02 Mar 2018 11:05 AM PST

    Why advertising always works, using science, not bullshit

    Posted: 02 Mar 2018 02:39 AM PST

    I am an amateur pixel artist and writer looking to practice!

    Posted: 02 Mar 2018 11:53 AM PST

    If anyone knows how to run unity and has been eager to work on a game, let me know. This also applies to those already in development looking for a spare hand. Again, I am interested in supporting to further my skills.

    submitted by /u/MusicalQuilt
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    Web developer to Games Developer a question of tools and packages

    Posted: 02 Mar 2018 11:52 AM PST

    So I've been programming websites and web applications for a few years and I want to try and make the jump to games development. I can code in JavaScript, C# and been starting to learn Python and with that had a look at PyGame but struggling to change my thinking from web development. So my question is I'd like to try and make a trading card game as a start. What library's, tools or packages should I use as a foundation for the game ? I currently use Visual studio, VS Code and have photoshop for image editing but are there better tools to use for game development ?

    submitted by /u/Tech_Devils
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    Anyone else have a tough time staying motivated when making a MVP?

    Posted: 02 Mar 2018 11:43 AM PST

    I'm trying to make my minimal viable product for a tycoon game I'm making, but since the important work to do is too simple or the menus I am making look horrible as bare bones, it's really tough for me to stay interested. I like programming and I like designing the game rules, but everything else just seems to be so boring I get stuck on it for weeks. Does anyone else have this kind of problem and do they have any techniques or mentality they like to use? Right now I'm using the just get it done so you can do fun stuff, but the slow progress is discouraging.

    submitted by /u/AxelCS
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    A bit over a year ago, I started teaching myself Unity. Today a VR Food Fight game I worked on is released (free) for Oculus Rift!

    Posted: 02 Mar 2018 11:14 AM PST

    Dialogue Design Question for a Top-Down RPG

    Posted: 02 Mar 2018 10:58 AM PST

    Hey all. So I'm making a small game right now in the art style of one of my all-time favorite games, Final Fantasy VI. However, the dialogue is going to be the meat and potatoes of the gameplay, and now that I've programmed in the dialogue system, I've hit a snag.

    I'm trying to make it so that the player can read auto-scrolling person character dialogue while simultaneously interacting with objects in the environment. I've got a question for anyone bored enough help me figure it out:

    How do I fit character dialogue and object dialogue on the same screen? I mentioned that I'm trying to make the game SNES Final Fantasy-esque; I also wanted to do this with the dialogue, because I always liked the text at the bottom of the screen in those games. But if I put, say, the object dialogue at the bottom, where would the character dialogue go? I had a friend suggest speech bubbles, and I'm not sure if I like the idea too much, but it's probably what I'll default to if I can't think of anything else.

    For reference, while there is character dialogue going, I want the player to be able to walk around, interact with objects, and optionally move outside the conversational radius to end the character dialogue rudely/abruptly.

    I'm terrible at explaining things so I can clarify as needed. : ^ )

    Needless personal info: I'm a web developer trying to finish a demo for a game I've wanted to make, so that I have something like a portfolio for when I leave my job (two years doing web development for a database automation team) in a few months to start applying to small game companies nearby.

    submitted by /u/kawaresksenjajok
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    What indie developers think of Unity in 2018

    Posted: 02 Mar 2018 03:41 AM PST

    Does anyone have an up to date list of technologies out there that aim to resolve clothing/armour clipping?

    Posted: 02 Mar 2018 06:40 AM PST

    I am most interested in any technologies that aim to have clothes/armour sit on a character in layers while generating/baking new animations for combinations of clothing/hair/etc to eliminate clipping through greater amounts of material simulation.

    However I'm also interested in other methods that take a less complex/intensive approach.

    Anything out there that's doing trying to aim for the most simulated outcome?

    submitted by /u/Swedish_Pirate
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    Velocity/addforce conundrum in Unity 2D

    Posted: 02 Mar 2018 09:47 AM PST

    Hello everyone, just to preface my question I'd like to say I'm completely new to unity and any kind of coding that isn't strictly for front end web development.

    After doing some tutorials for Unity 2D I came across one in which when the the author got to adding control to the character he stated that he was going to apply velocity to the rigidbody, but he made a brief comment about it being technically the wrong way to go about it since the unity guidelines recommend using addforce instead....

    ...This sparked my curiousity and since I didn't want to do things the "wrong/easier" way I tried to find tutorials which applied addforce.... but...to no avail. So instead I resorted to looking for more information on google, only to find a load of threads in different forums stating opposing viewpoints regarding this particular subject. Some people say one is better, some the other, some suggest two other methods (transform, and movement(?)) and others saying that all of them have their pros and cons.

    I usually tend to believe the middle ground, so I'd say the "fence sitters", if you will, are right....

    So really my question would be in three parts, the first is, what really are the pros and cons of these methods, and are they unfixable.

    The second would be, if the physics prove to be a problem for certain methods, would it be logical to make custom physics or should one simply fight against the existing physics manually.

    The third and final is...what do the pros do? What do the creators of successful games that have used unity do in these scenarios.

    submitted by /u/AlbertMcTorre
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    Feedback Friday #278 - Refreshing Experiences

    Posted: 01 Mar 2018 08:03 PM PST

    FEEDBACK FRIDAY #278

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    Testing services: Roast My Game (Web and Computer Games, feedback from developers and players)

    iBetaTest (iOS)

    and Indie Insights (livestream feedback)

    Promotional services: Alpha Beta Gamer (All platforms)

    submitted by /u/Sexual_Lettuce
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    How do I Video Game Writing?

    Posted: 02 Mar 2018 11:41 AM PST

    How to do dynamic shadows in pixel art?

    Posted: 02 Mar 2018 05:12 AM PST

    I am trying something like http://www.pathway-game.com/

    In Unity, I have tried using another sprite renderer and making the sprite color black but I feel there are better ways to make it a tad bit more dynamic.

    Problems in this method is that I can't warp the shadows. eg. On a wall.

    submitted by /u/chemx32
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    First gif of a new game im working on. Got the mechanics all working, now it's time to work on art.

    Posted: 02 Mar 2018 01:50 AM PST

    Let's talk advertising. Indie devs, what platforms or sites have you advertised on? Was it worth it? My experience + numbers inside.

    Posted: 01 Mar 2018 02:26 PM PST

    I experimented with Facebook advertising for Tangledeep, using a targeted audience of people interested in roguelikes, dungeon crawlers, and RPGs. I budgeted about $500.

    My audience setup was: English-speaking users in North America, western Europe, and Japan, age 16-50, interests including terms like "roguelike", "dungeon crawl" and "indie role playing game".

    The results were 4,340 clicks (a direct ad for the game, linking to the Steam store page), reach of 79,000, and total impressions 125,764. Final cost per click was 11 cents.

    This seems decent at a glance, but there is no way to track conversions by referrer/source on Steam - just total impressions vs. sales. Also, the Steam page received 467,000 visits in total, meaning the Facebook ad accounted for barely 1% of all traffic. That being said, given the conversion rate of visits to sales on the Steam store page, I was able to calculate that our ROI was about 180-190% for the ad *assuming* Facebook visitors purchased at the same rate as any other visitor to the store page.

    I'm interested in comparing this experience to others who have advertised their game on YouTube, Twitter, Facebook, or sites like Kotaku, Polygon, PcGamesN, PCGamer etc. Any thoughts?

    submitted by /u/zirconst
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    So someone did a Lets Play of my Game Jam game on Youtube, for the first time in my dev career. How do you guys feel about Let's plays of your games?

    Posted: 02 Mar 2018 08:56 AM PST

    I entered the Fantasy Console Jam, which ended yesterday. I've been promoting my game a little on niche sub-reddits (it's a niche PICO-8 game), and someone I don't know picked the game up and played it through on Youtube...

    Before clicking on the video I felt nervous, apprehensive and a little overprotective. I know criticism can only improve a game, but its hard when you've poured 6-7 nights of your spare time into something.

    I watched the video, cringed a little at the feedback (because I was feeling overprotective), but have come out with some ideas on how to improve the game. And I'm thankful for it, even if he never did get pass Depth 3, which isn't that hard as it's made out to be!

    Please share your experiences and let me know how you deal with Let's Plays and reviews.

    Here is a link to the Lets Play of my game by someone I don't know and didn't market to:

    https://www.youtube.com/watch?v=2K5exszMyIc

    And here's an Imgur album of my game for reference:

    https://imgur.com/a/kCAyb

    submitted by /u/gymcrash
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    How do I ensure a set canvas size?

    Posted: 02 Mar 2018 08:01 AM PST

    Suggestions for Live Streaming a complete mini/micro game development

    Posted: 02 Mar 2018 07:57 AM PST

    Greetings,

    I've recently started live streaming my game development activities on Twitch and decided that one thing I would like to do is create an entire game from scratch in Unity 3D that I stream.

    This game would need to be EXTREMELY small in its idea .. think a micro/mini game idea.

    I wanted to do a poll for ideas here in hopes of picking an idea from the community here.

    So please reply and leave an idea - or upvote someone else's idea.

    Some qualifications:

    • no multiplayer

    • needs to be a 'micro' game in that it requires a very low amount of assets

    • needs to have a easy to understand core gameplay mechanic

    If anything else comes up I'll update it - and I'll pre-qualify here that I do not promise to choose the most popular idea - but instead consider the top several ideas for what is most practical to actually get done in a reasonable time.

    If you'd like to see some past streams I also archive them on my Youtube channel here.

    Thanks!

    submitted by /u/erebusman
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    Connect 3D - A competitive 3D four in a row game

    Posted: 02 Mar 2018 07:51 AM PST

    Hello world of /r/gamedev!

    First of all, this is my first post ever on reddit and if I am doing something wrong please tell me how to do it better.

    I basically just want to present my personal game project and to collect some feedback and ideas. The game is currently in the alpha phase and there might be bugs and problems but I feel confident enough to show it to the public. :) The game is called "Connect 3D" and it is a free to play competitive online browser game, where you have to place four tokens in a row to score. However, the game is not as easy as it sounds because the rows can be build in the three dimensional space.

    This GIF shows a local game session but the game can also be played online. You just have to send the link of the session to one of your friends. Currently you need a second person to play since there is no AI or computer enemy to play against.

    It works on mobile and on desktops, but you should try it on a modern device and with an up to date browser. There are known problems in Firefox on Windows and on Android. Therefore I recommend to try it in Chrome, Safari or Edge.

    You can give it a try for free on the website Connect 3D.

    Please subscribe to the newsletter and/or provide feedback on the website or in the comments if you are interested in this project. I really appreciate your opinion and your feedback!

    submitted by /u/-iflow-
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