Been creating a 3D engine from scratch with C++/OpenGL capable of running the original DOOM. Here is the progress so far. |
- Been creating a 3D engine from scratch with C++/OpenGL capable of running the original DOOM. Here is the progress so far.
- Why are we learning UE4 Blueprint at University if it’s not used in the industry?
- Why I'm Using an 30 Year Old Development Method in 2018
- How do you do marketing for an unfinished game?
- 5 tips to Get the Most out of a Game Jam! (First article any feedback would be great!)
- What to do with demotivating words..?
- Looking for a thread: a list of good small games to learn from
- Is there a tutorial for inner mechanics of an RPG Combat System?
- Mobile ad turnaround in games...
- When our big game ran into trouble....we decided to make a smaller game! :o
- Questions about Graphic Design?
- To grind or not to grind: what are your thoughts on games that require a grind?
- Godot tutorials without using the IDE?
- Game runtime mesh editing
- Beginner Question on Sprite animation in Pygame
- Who can explain me the basics of Physically Based Rendering(PBR) and Image Based Lighting(IBL)?
- What Goes Around - ECHOPLEX: How ECHOPLEX Used Full-Motion Video to Fill the Minimalism Gap
- Kickstarter Rewards
- Are there any good tools for doing an analysis of games on steam by multiple tags + sales?
- Scoring systems: Slow progressing but easily comparable or bonus-driven quick-reward system?
- 5 Minutes Left Trailer - Minimalism, Terrorism and Pretty Flowers
- Soundtrack Sunday #236 - Original Compositions
- Here Are the list of competition that still open for indie game dev
Posted: 08 Apr 2018 04:36 AM PDT |
Why are we learning UE4 Blueprint at University if it’s not used in the industry? Posted: 08 Apr 2018 01:26 AM PDT From what I've heard, Blueprint is too slow to be used in any kind of AAA game. So why are Universities teaching blueprint over regular C++? I understand that it's easier to learn and get in to, but if you are not going to get a job afterwards, then what's the point? [link] [comments] |
Why I'm Using an 30 Year Old Development Method in 2018 Posted: 08 Apr 2018 07:17 AM PDT |
How do you do marketing for an unfinished game? Posted: 08 Apr 2018 08:51 AM PDT Guys, maybe it's an entirely stupid question, but it's been bugging me, so here it is: Everyone keeps saying that it's never too early to start marketing. But obviously in order to do so - you gotta have some marketable material, first. In my case, I'm working on a PC rts game that already looks kinda passable - I've worked a on the assets and the post-processing so the whole thing doesn't scream "developer art" at this point. However, the game is still entirely unplayable so I can't even think of releasing a demo or any proper gameplay trailer, yet. So, with what people say - do your marketing asap - what do I actually send out there? I can't contact any youtubers or try to find my niche market, because people will have nothing more than a bunch of screenshots and short gifs to look at - I seriously doubt I can spike anybody's interest with those. How do you solve this issue? [link] [comments] |
5 tips to Get the Most out of a Game Jam! (First article any feedback would be great!) Posted: 07 Apr 2018 08:39 PM PDT |
What to do with demotivating words..? Posted: 08 Apr 2018 09:31 AM PDT I want to make games but I have to admit, I have been dropping my learning in coding games more and more because of what I typically find on internet forums about game making. I know game making is hard, I know. But I just feel really disencourage to continue learning how to code games whenever I go to forums and see every post being about "making games is hard", and also demeaning in a way that any questions people ask are just going to be answered with "it's hard", and nothing else. I want to learn how to code a freaking game, I don't want to be constantly thrown in the face about how HARD it is every time I have to ask a question. I already understand how hard it is, so stop throwing the word in my face, it's really demotivating. Is it so HAAARRD to answer a question NORMALLY without having to phew gospel about how hard Game Making is? How do you guys even deal with these kind of people/responses? [link] [comments] |
Looking for a thread: a list of good small games to learn from Posted: 08 Apr 2018 07:46 AM PDT Sorry for the vague title. About one or two months ago I read a thread on this sub, which was a list of high-quality mobile games that the author considered great and why they thought so. Sadly I didn't save the thread and I can't find it with reddit's crappy search now. Does anyone remember it? [link] [comments] |
Is there a tutorial for inner mechanics of an RPG Combat System? Posted: 07 Apr 2018 05:02 PM PDT Hello! I'm a semi-experienced programmer, but I'm struggling with a problem of converting the RPG combat mechanics - like, "One point of Strength increases your damage with Swords by 10", to the game code - like, My code swiftly degenerates to a nasty pile of spaghetti-ifs checking for additive buffs, multiplicative buffs, flanking, damage type modifiers, et cetera. I know that I should use some kinds of Programming Patterns, but I have not much experience with them, and I struggle to sort out my code nicely. Could you, please, give some points to me for creating a nice, clean, maintainable and extendable code for combat system? Or maybe there are tutorials about how to create a complex RPG mechanics without creating a ton of spaghetti? =-) [link] [comments] |
Mobile ad turnaround in games... Posted: 08 Apr 2018 07:30 AM PDT In regards to mobile banner ads and quick ad turnaround... I missed the whole Flappy Bird craze, I only heard about it about a year ago when first starting to look at app creation, but I've read a few stories regarding the high revenue he made from Admob ads. In regards to those ads, how were they appearing in the game? Did a new add appear every time a user started a new round, meaning hundreds of add were served up, the majority not lasting more than a second or two? Or did the ads stay on screen and rotate every 30 seconds or so regardless of the number of user deaths? If it was the former then the number of ads served up must have been astronomical, if it was the latter then the number of daily players must have been astronomical. So which format did FB go with? A huge number of quickly rotating ads or a huge number users? [link] [comments] |
When our big game ran into trouble....we decided to make a smaller game! :o Posted: 08 Apr 2018 04:21 AM PDT |
Questions about Graphic Design? Posted: 08 Apr 2018 05:39 AM PDT I'm currently using the Godot Engine to create a multiplayer card game. Recently I've essentially implemented the scripting of cards (more or less) which means I'd like to move away from Yugioh Cards as a placeholder and implement my original card template. However I don't know the first thing about graphic design to be honest. The cards themselves are TextureButtons that are a consistent 100px width, 150px height in the same. I have a general idea of design in my head (borderless art taking up 2/3 cards, then name, then power/type-icon/toughness My main issue, question is what's a good size/resolution to design these card images at so they come out well? As far as I understand, sometimes you can make images too small or too big which causes them not to scale well at all? Another, more minor concern is, would it be a better idea to design all of the card borders in a separate program (photoshop, gimp etc) or should I take advantage of vector line drawing that the engine gives to me? Thank you for reading! [link] [comments] |
To grind or not to grind: what are your thoughts on games that require a grind? Posted: 08 Apr 2018 07:26 AM PDT I have been playing some games lately that require a lot of grind. I have a lot of mixed feelings on the matter, but I am curious what everyone else thinks in regards to the topic. [link] [comments] |
Godot tutorials without using the IDE? Posted: 07 Apr 2018 10:55 PM PDT I know there is this: https://godot.readthedocs.io/en/3.0/getting_started/editor/command_line_tutorial.html I really don't want to use the IDE. Are there any tutorials similar to the IDE ones (explains everything) that exist without IDE? [link] [comments] |
Posted: 08 Apr 2018 07:23 AM PDT Hey guys. I'm making a simulation game and one of its major features is modification of object shapes. I've run into an impasse with my current game engine (Blender Game Engine, yes, I know it's terrible). It allows mesh editing, but all new objects in the game are duplicated from a template object. Although the new objects have their own properties in many ways, they share a mesh: editing one's mesh changes all of them. I've thought of just pre-making hundreds of identical meshes and cycling through them in the game; or having each object composed of several parts that have levels (like long, medium, and short). However, I find both of these solutions quite ugly. Since the project is still in a rudimentary state, I'm also considering moving the thing to another engine that has a more elegant way of dealing with this problem. I had originally chosen BGE because I knew I'd have to hand-code a lot of the simulation logic and I was already familiar with Python. I wasn't sure I had the wherewithal to learn another, probably much more difficult language on top of development pains. However, I'm willing to at least consider that option now. Is BGE unusual for having restricted options for this kind of thing - and any other engine I pick should be able to do it just fine? [link] [comments] |
Beginner Question on Sprite animation in Pygame Posted: 08 Apr 2018 11:05 AM PDT I'm not really familiar with coding jargon, so sorry if this question is confusing (or if it's too simple to warrant an entire thread.) I'm currently looking at the sprite animations from this Github project and I have a question regarding the index files of the sprite animation. Relevant screenshot: https://imgur.com/a/HOBsb I get that the first two sets of numbers are the starting position of image where to draw the sprite from, and the relative pixels from the starting position where the sprite ends. But I'm confused as to what the third set of numbers are, could anyone please help me out? Thanks a lot. [link] [comments] |
Who can explain me the basics of Physically Based Rendering(PBR) and Image Based Lighting(IBL)? Posted: 08 Apr 2018 10:12 AM PDT So I am trying to learn PBR, and I just have trouble understanding these tutorials as I am having the idea I am missing things or just don't have enough knowledge to start learning about PBR and IBL. So I am wondering if someone can tell me the basics of what I need to know to learn about PBR and IBL, and if someone also can give me an introduction in PBR(And IBL).(So I atleast understand PBR a bit, to help me understand tutorials(and also IBL)). I don't understand things like BRFD's and I don't understand the whole IBL thing. Thank you very much!! [link] [comments] |
What Goes Around - ECHOPLEX: How ECHOPLEX Used Full-Motion Video to Fill the Minimalism Gap Posted: 08 Apr 2018 09:49 AM PDT |
Posted: 08 Apr 2018 09:19 AM PDT So I've been a hobbyist game dev for a couple years and have many abandoned projects, and some projects that are finished but I made them in like a week so they are just minor arcade games. I am finally about to release my first game onto Kickstarter and I was wondering what you guys thought about making a reward that is just access to the collection of games that I'd made that I consider polished enough for people to play. Just like "Pay $10 and you get the game and also these 5 other random minigames I've made in the past 2 years" [link] [comments] |
Are there any good tools for doing an analysis of games on steam by multiple tags + sales? Posted: 07 Apr 2018 04:16 PM PDT Basically at the moment I'm trying to generate a list of games that have sold well on steam in a particular genre, as well as subdivided within that genre by things like art style, to attempt to discern trends in games that sell well, like what kinds of art style or sub genre's are popular currently. However I'm aware of any easy way to do this besides going through a few pages of the steam store by tags and/or top sellers in major genres like "indie" and taking notes by hand, then researching each title on steamspy or similar and sticking all this in excel or something. I'm just wondering if anyone here is aware of a better way to do this or even just some general tips for going about it since I'm probably going to be doing this more in the future and it's a bit time consuming. [link] [comments] |
Scoring systems: Slow progressing but easily comparable or bonus-driven quick-reward system? Posted: 08 Apr 2018 09:00 AM PDT Hello, everyone. So I am developing a puzzle game where tiles with numbers fall one by one (like tetris) and merge according to some rules. The goal is to form and clear as many lines of 12's as you can before no more tiles can drop. As of now, the score is simply the number of lines that are cleared. One thing that I like a lot about it is that it is obvious which player is better based on the score. The more lines you cleared, the better you are. On the other hand, in this game it takes a bit of time to form and clear a line, so the score progresses slowly. A friend pointed out that a quick-reward scoring system will make players happier. Even though I agree with that, since the score indeed increases slowly (unless you are good and play really fast), two scores in such a system are not easily comparable anymore. It may also give new players the impressions of progress, even though they may end up not clearing any lines (this is not my primary concern, though; just a thought). I am thinking of adopting a middle ground. I want to keep counting cleared lines (so the score as it is now, just not referred to as score in the game) and also have a faster-progressing score based on merged tiles (with various bonuses). What do you think? Suggestions, ideas, critisisms? P.S.: This is the game, in case it makes things clearer and helps with suggestions. [link] [comments] |
5 Minutes Left Trailer - Minimalism, Terrorism and Pretty Flowers Posted: 08 Apr 2018 08:29 AM PDT |
Soundtrack Sunday #236 - Original Compositions Posted: 07 Apr 2018 09:15 PM PDT Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves! Basic Guidelines:
As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate. If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome! [link] [comments] |
Here Are the list of competition that still open for indie game dev Posted: 08 Apr 2018 03:02 AM PDT become indie game dev is not easy especially for promoting it. but here I found the page that can help us promote some game. or if you lucky enough. you will become the winner. every week they will choice potential game to be voted by the public, the higher vote will be considered to able the game goes to final. and most importantly. it free to publish any game you want to participate. gives it a try: https://thegdwc.com please share it to order Dev.. It might help them and us as game Devthe last due date in September 2018. (sorry for the typos) [link] [comments] |
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