Can you sue patent trolls for trolling? Yes, you can. |
- Can you sue patent trolls for trolling? Yes, you can.
- How I made my first commercially successful game while working full-time and going to college--and how you can too! (Guts & Glory)
- I Took Ben Tristem's New Unity Course So You Don't Have To
- You can rip and use my free stock music YouTube archive in all of your work! Hope it helps! :)
- Jason Grinblat (of Caves of Qud fame) started an epic thread about procedurally-generated maps and what makes them special, crediting their authors and linking to some amazing map generators in the process
- How do you check if there's any demand for your game?
- Code architecture - How do you build a mod friendly game?
- Benifits of having animation middleware embedded in engine
- The latest entry in our 3D Platformer Game Dev Blog.
- Questions regarding gamedev using Electron, Node and TypeScript
- Unity and Steamworks; Which wrapper to use?
- Animation Compression Library: Release 0.7.0
- We are Massive Monster, the giraffe loving indie game developers behind The Adventure Pals! Ask us anything
- Post Mortem - First-time indie game exhibitor experience at a big EXPO
- Circle of Marketing
- Giving back colors to cryptic worlds in Dead Cells
- About using an in-game search engine
- Unreal vs. Unity Debug/Compile Time Question
- Someone already had any of School of Game Design courses? Is it worthy?
- VoIP API for multiplayer games
- Any games with physic based shooting?
- Control Input Design
- Releasing demo of my first game
- GAME DESIGN The Addicting Magic of Gardenscapes
Can you sue patent trolls for trolling? Yes, you can. Posted: 03 Apr 2018 02:28 AM PDT I saw that indie developers are being targeted by patent trolls. You can send your own cease & desist letters citing information from the American Bar association or you can seek representation. If you are looking for a lawyer I know a guy. [link] [comments] |
Posted: 03 Apr 2018 06:32 AM PDT |
I Took Ben Tristem's New Unity Course So You Don't Have To Posted: 02 Apr 2018 11:41 PM PDT |
You can rip and use my free stock music YouTube archive in all of your work! Hope it helps! :) Posted: 03 Apr 2018 12:13 AM PDT Good morning, I run a YouTube Channel with a rip and use policy: All music on my channel can be ripped and used in anything, without you ever having to pay anything. So if you need music, maybe I have something that you can use! I've included a license for using the music so I hope that helps. My channel: https://www.youtube.com/user/ChanWalrusMusic License: https://www.chanwalrus.com/licensing I am usually making music for arcade style or horror games and films, and I don't mind working on a project for free as long as I can put the music up for other people to use in their work. :) I really hope that you can find a use for my music. It's pretty easy to rip it off of YouTube and the quality is now really good! :) I'm currently scoring two games and one film if you are interested in working with me at all, so there's a bit of a backlog of things I have to get done! :) On my later tracks, I've also got some of the music as high quality wavs that can be bought on bandcamp, I try and keep prices very low for tracks and they're all usable in anything as well. I hope this is helpful to some of you! :) [link] [comments] |
Posted: 03 Apr 2018 10:41 AM PDT |
How do you check if there's any demand for your game? Posted: 03 Apr 2018 08:54 AM PDT It just came to my mind that it would probably be good to check if there is any demand for the game I'm making before I put another two years into it. Are you making the correct game?That's the question. If you're just doing this for fun and don't care about the financial payoff, good for you, but if you want to survive as an indie developer, this is probably something you should be concerned about. So I've got an idea for a pretty unusual game (doesn't fit into any of the standard categories). How can I find out if there's an audience for it? Curious to hear your thoughts. [link] [comments] |
Code architecture - How do you build a mod friendly game? Posted: 03 Apr 2018 02:24 AM PDT Is there any approach to build a game to be extremely moddable - to the point people could add entire systems e.g. faux physics, security, etc to the base game? Any existing framework to doing something this? Need at the very least some keywords to guide me on my way. Edit: Also, are there any approaches to making mods work together? How do you prevent mods from crashing? E.g. Skyrim would crash if there is too many mods. What causes this to happen? [link] [comments] |
Benifits of having animation middleware embedded in engine Posted: 03 Apr 2018 11:35 AM PDT Looking through various animation frameworks for use in my game and came across Spriter. Looks interesting enough, and they advertise having a cpp middleware. I can see the benefit of not having the 'psd' and the 'png' lying around (for lack of a better example). Is there any benefit in integrating this in my codebase versus just exporting to image tiles? What benefits does it give you? Supposedly it uses a 'fraction' of the memory. Is that true? Seems like the images need to be composed and blit on the screen at some point anyways. [link] [comments] |
The latest entry in our 3D Platformer Game Dev Blog. Posted: 03 Apr 2018 11:11 AM PDT |
Questions regarding gamedev using Electron, Node and TypeScript Posted: 03 Apr 2018 11:06 AM PDT I haven't been doing any web development for almost a decade now and wanted to try out what I missed so far. Therefore I have been reading through many new things like CSS3, Sass, TypeScript, Node (I remember the very first public release of it ... lol), React, JavaScript no longer being a shitshow etc. Out of curiousity I wanted to get a bit into the ecosystem with all those new libraries and frameworks and thus considered writing one or two very small single-player (offline) game prototypes using TypeScript hosted inside Electron just for the sake of learning. I quickly figured out that React is really awesome when it comes to UI development which is apparently only useful for some kind of idle game that only consists of UI and no fancy drawings etc. Therefore I stumbled upon Pixi.js which seems to be a solid library to use for a 2D game since I only need very simple features and no real and bloated framework on top it.
[link] [comments] |
Unity and Steamworks; Which wrapper to use? Posted: 03 Apr 2018 07:13 AM PDT Hello! I've actually reached the stage where I need to think about Steam and I'm not sure what wrapper to use with Unity. There's Steamworks.NET, which seems to be the more popular one but then there's Facepunch Steamworks, which also seems good. Probably less widely used but seems to be updated more frequently. Both of them seem to have all the features I would need. But I'm not 100% sure which one to use. So if anyone who has any experience with any of the wrappers could give me some guidance, that would be great! Thanks! [link] [comments] |
Animation Compression Library: Release 0.7.0 Posted: 03 Apr 2018 05:46 AM PDT |
Posted: 03 Apr 2018 10:09 AM PDT |
Post Mortem - First-time indie game exhibitor experience at a big EXPO Posted: 02 Apr 2018 07:54 PM PDT |
Posted: 03 Apr 2018 09:24 AM PDT Reddit recently launched /r/CircleofTrust as an april fools joke. For all its flaws, i believe it is a great analogy to how marketing your game works in real life. Circles The goal is to get as many members in your circle before it gets betrayed. Once you create a circle, you receive a unique key, that you can then send to other users. When a user receives a key, they can either join your circle (growing it), or they can betray it, making you unable to grow it anymore. Just creating your circle however is not enough. In a world flooded with circles, nobody will notice yours or ask you for a key. You have to find willing participants yourself. And you do that by advertising your circle on other circles and sending out PM's to users who you have deemed trustworthy (they will not betray you). Games The goal is to get as many players to buy your game as you can. Once you create a game, you can issue keys, that you can sell to players. Just creating your game is not enough. In a world flooded with games, nobody will notice yours. You have to find players yourself. And you do that by giving away free keys to influential people who you have deemed trustworthy (they will not leave a bad review), and by advertising your game on social networks. [link] [comments] |
Giving back colors to cryptic worlds in Dead Cells Posted: 03 Apr 2018 03:08 AM PDT |
About using an in-game search engine Posted: 03 Apr 2018 05:14 AM PDT We are going to put an internet browser inside our game and we need to use a search engine. It's a trivia game and after your answer you get to access browser and a string text related to that question already written in the search bar. If you want to learn more about that fact/question, all you have to do is to click search button and see the results. Let's say I want to make searches on big websites like Google, Bing, Yahoo, Yandex. Is this way of an implementation legal? If not, what other search engines I can use in my game? These search engines are free to use, yes, but in a commercial project I think this could lead us to big problems. [link] [comments] |
Unreal vs. Unity Debug/Compile Time Question Posted: 03 Apr 2018 08:37 AM PDT I've been learning C++ in Unreal 4 through a youtube tutorial, and in the parts where I'm directed to compile the code it takes around 40 seconds to see the result. Apparently this is normal, but I recall the workflow of code -> debug -> view in editor/game taking only a few seconds in Unity for a similar sized project through MonoDevelop. A lot of this time is spent waiting for the UE4 editor to reopen, since you have to debug through Visual Studio and that requires opening a new instance of UE4 each time you change the code. I'm just curious, is there any way to improve the workflow to get it closer to how it is in Unity? Where you already have the editor open and quick changes to the code don't require a complete rebuild?
[link] [comments] |
Someone already had any of School of Game Design courses? Is it worthy? Posted: 03 Apr 2018 08:30 AM PDT |
VoIP API for multiplayer games Posted: 03 Apr 2018 08:03 AM PDT I've been searching around for a free VoIP API to use for a multiplayer game I want to make but wasn't able to find something suitable for my needs. People online always suggest using Mumble/Teamspeak/Discord but I want something integrated into my game. I feel like I am searching for the wrong thing, but I don't know exactly what to search for. This would be my first time working with VoIP. Does anyone know how to integrate voice chat into a game without having to use Discord or similar? [link] [comments] |
Any games with physic based shooting? Posted: 03 Apr 2018 11:42 AM PDT I want to implement physic based shooting as a proof of concept and I'm looking for some sandbox games that could be used to implement shooting, specially with explosions. I've seen Phun and Space Engineer's gravity catapults. Do you know any games that implement this kind of gun simulation? [link] [comments] |
Posted: 03 Apr 2018 09:23 AM PDT Hey Reddit! I'm a new programmer and I've built a fire emblem clone to practice my Java coding skills (using LibGDX framework). In most tactical RPG games, you have a cursor where you move around the map, select units, move them, select enemies to attack and various other things. The cursor is very important and does a lot of stuff integral to the game itself. Is there a way of approaching this better than how I've done it? The cursor checks the status of the unit (have they attacked/moved?) and depending on the button pressed, reacts differently. I just feel like there are so many different combinations to account for that there must be a better way of implementing this. I'd appreciate any feedback and I apologize for the messy code, this is my first time doing something like this and I'm enjoying it immensely. Source Code Here: https://github.com/ja-brouil/TacticalRPG/blob/master/Tactical%20RPG/core/src/com/jb/fe/UserInterface/MapCursor.java [link] [comments] |
Releasing demo of my first game Posted: 03 Apr 2018 12:15 AM PDT Hello, so I started to work on my own game, managed to get an idea, story, defined the art style and how game-play should be. I have developed an demo that show only the idea, art style and game-play then joined some conventions to get as many feedback as possible. Now I'm improving the demo and I intend to release it to everyone to get more feedback but now from across the globe. I got some suggestions from different people, they are saying that I shouldn't release the demo as it is now but enhance it by showing the story and what is the game world so that people can get hooked to the game and keep looking for the game. The truth is my intention is completely focused on testing if the game is fun and if the idea/game-play is acceptable and interesting with only little info about the story. They also stated that if the game-play is bad, this would hurt the game more as there is nothing else to show. So what do you think of this opinion? should I follow the approach and invest more time on the story and world? I'm hesitating because I feel making a game fun is much important and with the focus of the story, there is may be a little exploration of the game-play or the idea. I'm novice so yeah, I need your opinions as well :) [link] [comments] |
GAME DESIGN The Addicting Magic of Gardenscapes Posted: 03 Apr 2018 08:31 AM PDT |
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