Book suggestions for incarcerated husband |
- Book suggestions for incarcerated husband
- Little platforming engine I've been working on
- Binary file saving for game levels.
- Should I show game development progress? and to whom?
- Need help with Marching Cubes
- Are there any major limitations to using GameMaker for 2D game development, and if so what are they?
- Hypothetical Raycaster math question.
- Early Look - Godot Get's CSG (Constructive Solid Geometry) Support!
- What is the best ad solution!? For HTML5, mobile, PC, etc?
- How to play KUNOICHI FG
- Learning from others Code
- Looking to make a game, need help with understanding some things...
- Seamless peaceful music loop
- Need help implementing item pick-up in an online multiplayer game
- Unity3D Tutorial: Gang Beasts Physics - Subtitles Available!
- Mobile tower defense game: save state
- Mini-documentary on exhibiting at Quo Vadis Indie Game Expo (Gamesweek Berlin 2018)
- Soundtrack Sunday #239 - Memorable Tunes
- Developer perspective on Steam reviews and community discussion
- How do first-person games implement area- or ground-targeted abilities?
- My zombies are weird -> Pathfinding problem
- How important is concept art for indie games?
- Cryptocurrencies for monetizing apps in this way?
Book suggestions for incarcerated husband Posted: 29 Apr 2018 08:55 AM PDT Hello, My husband is currently incarcerated and has been spending much of his time focusing on learning as much as he can about game development. He's learned a lot about coding and 3D modeling and has even managed to create a game of his own. He requested that I post on this subreddit for book suggestions. He won't be out of prison until 2023, so books are his main source of learning right now. If there are any awesome interviews or something along those lines that I could print out for him, please let me know. I know he's currently very interested in learning more about Axiom Verge, Cuphead, and Ori and the Blind Forest, if that helps at all. Any suggestions within game development are welcome though. tl;dr What game development books would you suggest? [link] [comments] |
Little platforming engine I've been working on Posted: 28 Apr 2018 07:10 PM PDT Hey all, Just wanted to share a little Platforming Engine I've been working on in C++.. I used this tileset here: https://opengameart.org/content/a-platformer-in-the-forest Features of the engine so far:
Here's a couple of gifs showing this off! Basic movement, jumping, platforms: Wall jumping, wall sliding, and a bit more platforms: Camera follow and moving platforms: Secret area: Climbing: That's it for now.. just wanted to share :) [link] [comments] |
Binary file saving for game levels. Posted: 29 Apr 2018 05:03 AM PDT Hi, I'v been writing an Binary savegame writer, and it works. I have it start with an header containing version of the game that wrote it ,filetype, and location for an hash.(but not used yet) Then I can write an object starting with an byte of value 33, then object name as chars in ascii, then position and rotation in floats, then object class type as chars, then an end byte of 60. If you still understand what I just said, this works, but I am wondering if this is how other people do it. Do others write entire classes to files or just part of it like position of an object class? And, not that I want to do it, but if I make a class containing 6 floats and a string, and I write it to a binary file, what am I writing?(The actual floats, or pointers or something completely else?) And last, is it safer to just write flaots, ints and chars to files instead of whole classses or not? What would you do? THanks [link] [comments] |
Should I show game development progress? and to whom? Posted: 29 Apr 2018 01:25 AM PDT Hi there ... I was wondering if I should show game development progress for a game I am working on for feed back, or should I wait until I finish the game. If yes why do you think so and where to start to do so, and if no why. thanks for any advice. [link] [comments] |
Posted: 29 Apr 2018 11:37 AM PDT I want to make a modifiable terrain with Marching Cubes, but I have a problem. Youtube is full of marching cube videos that have the effect I want. But then I Google "Marching Cubes tutorial" and in every result, the diagonal (I guess that's what they are called) faces are all at stupid 45 degree angle. How do I actually achieve this result. Result I want: https://www.youtube.com/watch?v=v9Byl-ApgRU Result I don't want: https://www.youtube.com/watch?v=t-T2pXfXJNY [link] [comments] |
Are there any major limitations to using GameMaker for 2D game development, and if so what are they? Posted: 29 Apr 2018 09:30 AM PDT I have heard good and bad about using ready-engine software like GameMaker Studio, and I was wondering why such an efficient tool might not be preferred over a straight-assembly language like C++ (in which you would build your own engine). I have seen some games like Undertale reach a high success, which was made with the software and just recently got announced with a port to the Switch. And while there are some poor-looking 2D games that look like they were made with Flash Media on the GameMaker engine, I've seen projects that achieve impressive 2D results like this recreation of Ocarina of Time. So my question really is, does using a ready-built engine impose limitations on the size or performance of the final game you make? I consider Undertale a great game, but it seems short, and I don't know if this is due to the developer having made the game mostly by himself or if the release configuration of GameMaker just imposes something like this. [link] [comments] |
Hypothetical Raycaster math question. Posted: 29 Apr 2018 11:40 AM PDT (Raycaster as in 2.5D FPS) Have been trying to wrap my head around how raycasters work, and I understand conceptually, but the execution (math) still throws me. Just wanted to pose a hypothetical that occurred to me for fun... I was wondering if there are more interesting ways to use the raycasting to render while still remaining 2D. For example, instead of sending out a ray for each horizontal pixel of the screen, could we conform everything and limit maximum view distance? So we would send out say X rays based on desired FOV and maximum distance we 'need' to be able to scan without missing walls. The idea that the amount of rays and their spacing allows for no misses within the desired view distance (while using the grid and DDA ofc). I do not know much about math efficiency, but it seems to that this would require far less calculations than sending 1 ray for each pixel.. As we could hit a square on the grid and return a 4 point 'wall' to draw. I am sure this would come with some redundant calculations, but on the plus side, this could render to any resolution without varied performance(?). Perhaps at very low resolutions this is less efficient, but when you move up to 1080p that is a lot of rays being cast multiple times per second. [link] [comments] |
Early Look - Godot Get's CSG (Constructive Solid Geometry) Support! Posted: 28 Apr 2018 12:25 PM PDT |
What is the best ad solution!? For HTML5, mobile, PC, etc? Posted: 29 Apr 2018 11:04 AM PDT I have Google AdSense for websites, but I want something to put into the actual game! Google does have AdSense for games, but it is in Beta, and I will probably not be approved (and it takes weeks). So what's good for ads these days? Should I wait for google, or find something else? [link] [comments] |
Posted: 29 Apr 2018 10:56 AM PDT |
Posted: 29 Apr 2018 06:57 AM PDT I am going to be graduating from college in the next few weeks but recently my friend and I found the 2D Game Kit for Unity and it blew us out of the water. The code was so clean and showed us that, well basically we have learned nothing even close to this level of skill. While discouraging it was also an awesome learning experience. So my Question is what are some of the best learning resources you've ever found that changed how you work? TLDR: Found real game code, looking for more examples that you may personally have learned from. [link] [comments] |
Looking to make a game, need help with understanding some things... Posted: 29 Apr 2018 10:41 AM PDT Hi game devs, I'm looking to make game with a south park the stick of truth type of gameplay(some of it anyways) and the view - 2D third-person or a sidescroller where you can not only move left and right but forward and backwards(not sure of the best way of putting that). As you can probably tell already I have no experience in programming, designing or any part of making a game but I will have someone who will do all of the artistic side of it. So basically I'm looking for the best engine for my project. Btw sorry if a lot of it doesn't make that much sense I'm very new to all of this. Thanks in advance. [link] [comments] |
Posted: 29 Apr 2018 09:53 AM PDT |
Need help implementing item pick-up in an online multiplayer game Posted: 28 Apr 2018 01:50 PM PDT Hi all, I've been working on a multiplayer game for the past little while and have gotten to a roadblock today. I've implemented item pickup in my game, but it's kinda buggy. The way I've implemented it so far is like so:
During all of this, the server is sending out "world state" updates. Since the player immediately uses the item, they have to ignore what the server is saying (for their own position) until the server responds to their pickup request. The client's version of the item is also ignoring what the world state is saying about its (the item's) state until the pickup request is responded to. The problem I'm having is that the server SOMETIMES receives the player's request for picking up the item BEFORE the server's versions of the player and item have collided. This is presumably due to the nature of UDP. My friend mentioned a possible solution is momentarily forcing player's packets to be reliably ordered, which is doable, but there's much more overhead. I figured a different solution could be for the server to wait a "couple frames" (some small amount of time) before handling the pickup request to let the packets come in. Other possible solutions are welcome. I'm also open to having to re-do some stuff if it fixes my problem. Or, if you can point me in the direction of presentations, resources, etc. that handle this, please do! [link] [comments] |
Unity3D Tutorial: Gang Beasts Physics - Subtitles Available! Posted: 29 Apr 2018 07:52 AM PDT |
Mobile tower defense game: save state Posted: 29 Apr 2018 07:43 AM PDT So after playing quite a lot of tower defense games on android, I observed the following: You need an internet connection to start a mission/quest, you dont need it during the mission, you need one at the end. I assume that the general architecture is to get the wave data from the server, play and when finished send every action you performed to the server which replays the game really quickly and if you did cheat you get rewards. Now for some games you need to declare which towers you'll take into the battle. What I'm wondering about is the state:
To confirm I played legit, the server needs to know which units I took into the battle. Sure I could send them with step 4, but this could pontentionally open up cheating (changing the units based on the wave type). So how does step 4 get the information from step 1? Database seems to be overkill, so keep a session open on the server since step 1 and assign the user to it again when he reconnects after step 3? Also I need to check which turrets the player has and their attributes (dmg, range etc). This requires a database access for every single game, which could be quite read heavy (and write for levelup etc). Are there any architecture papers for such games? I can find a lot for fps, but not server validating mobile games 8card game, tower defense whatever) [link] [comments] |
Mini-documentary on exhibiting at Quo Vadis Indie Game Expo (Gamesweek Berlin 2018) Posted: 29 Apr 2018 07:16 AM PDT |
Soundtrack Sunday #239 - Memorable Tunes Posted: 28 Apr 2018 09:00 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] |
Developer perspective on Steam reviews and community discussion Posted: 29 Apr 2018 09:24 AM PDT |
How do first-person games implement area- or ground-targeted abilities? Posted: 28 Apr 2018 10:46 PM PDT I think I understand how normal projectiles would work: the location that the player points their crosshair determines the direction to launch their bullet / fireball / whatever. What I don't get is how ground-targeted spells work (see this 12-second clip of Mei from Overwatch summoning an Ice Wall. Also, here's another one, here's a snippet of some dude from Paragon calling meteors from the sky.) I think it's complicated to do ground-targeted stuff with a 3D and FPS game, because there's different elevations and it would cause weird things to happen if you're, say, on a sloped hill, or the top of a building, rather than the flat ground-surface. I guess my actual question would be: How do they determine where the ground is? AKA, how do they define what the "ground" is? AKA2, what's exactly stopping Mei from summoning an ice wall suspended in the air? I guess I should say, I'm not really developing a game myself, at this moment but I've done a lot of work in quite a few programming languages, so I'd say I'm able to infer what's considered "difficult" to make in a game, if anything. I'm just curious to see how actual game developers would go about thinking this scenario out. Thanks for answering! [link] [comments] |
My zombies are weird -> Pathfinding problem Posted: 28 Apr 2018 05:10 PM PDT So the thing is, they used to work until I made a few changes but with quirks. Now they just go to the wrong side of the map into a wall, while they used to sometimes return back to the spawn and then back to the finish with the slightly older version of the pathfinding module code. This is meant for a tower defense game (Don't ask why, I just prefer it to be dynamic than the dull and boring set points. Plus that I find it a bit tedious for some reason to place waypoints) and this pathfinding code is just messing things up big time... Any help would be appreciated. The scripting language used was Lua and the pathfinding algorithm used was breadth-first search algorithm. [link] [comments] |
How important is concept art for indie games? Posted: 28 Apr 2018 01:06 PM PDT I've seen some people argue that concept art isn't necessary for games made by one person or small teams. I can see some validity in this argument. I feel it would be easier to create and tweak graphics during the prototype phase. This communicates how the finished art will look at least as well as concept art. Not only that, but the graphics can be used as a prototype for the finished graphics. For complex 3D graphics, I draw sketches to use as a guide, but I wouldn't consider that the same as "concept art". [link] [comments] |
Cryptocurrencies for monetizing apps in this way? Posted: 29 Apr 2018 10:12 AM PDT I was thinking I could monetize my apps using some technology backed by cryptocurrency. This is how I could do it:
How would that fit together? Some features in the app would be locked until the user has met certain PoW requirement, after that the user will be given certain tokens that wold be associated with their account in exchange for unlocking some feature in the app. The user should be able to transfer tokens if they want to reuse them to unlock some other feature in a different app. Also, I'd like to know if there is a better way for monetizing apps using cryptocurrency. [link] [comments] |
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