Beware of being a victim of social engineering. That's all. |
- Beware of being a victim of social engineering. That's all.
- Fast SSAO for my mobile game
- Color Grading in Video Games?
- What's the average conversion rate of Steam wishlists and associated sales
- A retrospective look at the day after I released my first commercial game.
- Nintendo Switch Devs: Any advice on getting accepted to the Switch Dev Program?
- How to train players right, so they don't hate learning to play
- Look for clarification on how Godot encourages productivity over design
- Day 10 of VR Game. Live Particles!
- I feel like my game isn't coming together well
- What do you use to design your levels?
- FREE GIVEAWAY - LowPoly - Rigged Tiger
- Are there any limitations to Key Generation for Nintendo Switch games
- Realistic Material Design Tips and Tricks
- Networking Woes: MTU and Packet Loss
- Has anyone gone to VCAD
- Hello! We have Hatch v0.2 beta live! We apologize for the rough start last weekend. It’s still early in development, but we would love your thoughts on this new approach to collaborative, remote team development!
- The “unpatchable” exploit that makes every current Nintendo Switch hackable | Ars Technica
- Mindset when Planning a Game?
- Amazing animation simulations by Jadon Barnes
- How games get made by highschoolers
- Should I keep working on my project ?
- Successful Rev-Share Model?
- Gamejolt or itch.io or what?
Beware of being a victim of social engineering. That's all. Posted: 25 Apr 2018 06:19 AM PDT I found this Twitter tweet here: https://twitter.com/icculus/status/987056919520202752 It seems like there are game developers out there being targeted by social engineering cons, to bait them to leak information for something they don't have access to. Just wanted to share this tweet, so others know to be more aware of your social activities. That's all. [link] [comments] |
Posted: 25 Apr 2018 02:42 AM PDT |
Posted: 25 Apr 2018 10:18 AM PDT So, I'm a film colorist with about 15 years of experience (films I've graded have been Sundance, Tribeca, SxSW, etc...), and I've been reading about grading and post-effects in Unity and Unreal and they seem really similar to working in Resolve, if a bit less user friendly... I've seen that while quite a lot of videogames have gorgeous color grading (I'm looking at you Red Dead 1 & Dead Space), and I've noticed that great color grading in those games have made them hold up far longer than other games. I've always been a video game fan, (especially Thief, System/BioShock, Dishonored, Firewatch, Tacoma, etc), but and I'm seeing that with LUT's and ACES support, it actually wouldn't be too hard to translate most of my skills to that world. Any advice to break into such a niche world, or at least dip a toe in to see if it's a good match? [link] [comments] |
What's the average conversion rate of Steam wishlists and associated sales Posted: 25 Apr 2018 08:59 AM PDT |
A retrospective look at the day after I released my first commercial game. Posted: 25 Apr 2018 11:42 AM PDT |
Nintendo Switch Devs: Any advice on getting accepted to the Switch Dev Program? Posted: 25 Apr 2018 01:30 AM PDT I'd like to start by saying I know, I know. It's hard to get onto the Switch. I'm not looking for people to tell me to try Steam first or to tell me that it's incredibly hard. My goal is to get onto the Switch, and so that is what I am going to do. That said, I sent an early gameplay video of my game to Nintendo, and they rejected my game. They didn't give a reason as to why - they just told me to keep working and try again later. If there are any Switch Devs on this sub (especially any who were rejected and then later approved) I'd appreciate it if you could share your experience and maybe offer some advice. [link] [comments] |
How to train players right, so they don't hate learning to play Posted: 25 Apr 2018 09:40 AM PDT |
Look for clarification on how Godot encourages productivity over design Posted: 25 Apr 2018 02:29 AM PDT Hey guys. I've never worked with Godot. But I do have a question about Godot script and Godot in general. I was reading this article and I thought it was really good: https://godotengine.org/article/how-actually-make-your-dream-game I don't wanna go into the whole "bad code VS good code" debate , but I'm a bit curious about this quote: "At this point, many readers might have noticed that Godot was created to develop games this way. It encourages productivity above all else in the design. The way the scene system works allows to apply a "divide and conquer" approach to developing games (instead of caring about meaningless things like MVC, subdividing in components, etc.). The simplicity of GDScript allows to just write large chunks of code that "just work" and once it does, you don't really touch them again. Achieving that "feeling" that things just fit into place was something we worked a lot with Ariel Manzur over the years, before Godot was open sourced." Can anyone with experience clarify this a bit? [link] [comments] |
Day 10 of VR Game. Live Particles! Posted: 25 Apr 2018 10:06 AM PDT |
I feel like my game isn't coming together well Posted: 25 Apr 2018 02:02 AM PDT I started working on a project in December or so, and I felt very confident about it - I'm a one-person team for the most part, and I was cranking out lots of fantastic assets both audio and visual left and right, my mechanics felt tight and refined, and overall I was super happy with what I was doing. I took a short break of about a month to deal with some IRL stuff, and now that I'm back I suddenly feel like none of my work is cohesive or fits together well at all. I feel lost trying to put assets and scenes together, or do any kind of in-engine work. Even the older stuff, which I felt great about at the time just doesn't seem as good as I remember, and now I'm seriously questioning scrapping everything except the music and starting entirely over to make sure my quality is the best it can be. Anyone else gone through something similar? [link] [comments] |
What do you use to design your levels? Posted: 25 Apr 2018 04:53 AM PDT |
FREE GIVEAWAY - LowPoly - Rigged Tiger Posted: 25 Apr 2018 08:11 AM PDT |
Are there any limitations to Key Generation for Nintendo Switch games Posted: 25 Apr 2018 08:03 AM PDT Just a quick question regarding developer's ability to produce download keys for a Switch game. I can't find any details online about it. Just wondering if there are any major limitations to code. Are they all single-use, is there a monthly limit to how many you can generate, and are you able to generate freely or do you need to talk to Nintendo first. [link] [comments] |
Realistic Material Design Tips and Tricks Posted: 24 Apr 2018 09:19 PM PDT |
Networking Woes: MTU and Packet Loss Posted: 25 Apr 2018 01:26 AM PDT |
Posted: 25 Apr 2018 12:38 PM PDT I'm in the proccess of getting a loan for this school it seemed really nice and the people I talked to made it seem like a good choice. But then i saw reviews and 50% were really good and what I expected and other half were the tech kept breaking teachers didnt want to be there and was a cash grab and it got me worried. So just wondering if it was the students or if it isnt the best place to go. Anyone here have experience with them? Or have suggestions to save me lol [link] [comments] |
Posted: 25 Apr 2018 12:37 PM PDT |
The “unpatchable” exploit that makes every current Nintendo Switch hackable | Ars Technica Posted: 24 Apr 2018 06:11 PM PDT |
Posted: 25 Apr 2018 12:12 PM PDT Recently I have been a victim of starting a game and aimlessly adding features without planning, and now because of this, I stop to actually play the game and nothing correlates and everything is a mess. I remove a lot of features and code and sit down to plan, and literally nothing comes to my head. When trying to make a to-do or think of game mechanics my brain just goes blank. Are there any techniques or advice for planning/organising ahead P.S: I'm working on a hacking game and would love some gameplay mechanic ideas [link] [comments] |
Amazing animation simulations by Jadon Barnes Posted: 25 Apr 2018 11:51 AM PDT |
How games get made by highschoolers Posted: 24 Apr 2018 01:00 PM PDT |
Should I keep working on my project ? Posted: 25 Apr 2018 11:06 AM PDT I've recently started making games and have been working on my first game for about two months now. It is very simplistic and short but recently I've been thinking if I should keep going with it. It is functional and I lately wasn't really wanting to add anything to the game since everything I could think would possibly take some time to make. I started without a real goal in mind, I just wanted to see what I could do. But now I have some ideas as to what I want to add and what I want to do but as I said all these things could take a while and i'm not sure it would be worth it to keep working on it since it is pretty simplistic. Hell it's just some geometric shapes that move and shoot since I can't draw. And all the sound effects are download from a freeware site since I don't know how to make those. Should I just move on to something new or keep working on it ? [link] [comments] |
Posted: 25 Apr 2018 09:57 AM PDT Rev-Share teams are extremely abundant all over the net but I never read about a success story. Is that because it's impossible to do, or because once they have succeeded they change it up? Would love to hear about any proven methods. [link] [comments] |
Posted: 25 Apr 2018 07:59 AM PDT In the past few years I made a few small games. Now I want to publish them for free in one place. I've checked itch.io and gamejolt for that but can't find any significant difference. What should I choose? Or maybe just publish everywhere? [link] [comments] |
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