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    Sunday, April 1, 2018

    Free asset pack that includes everything to create voxel models!

    Free asset pack that includes everything to create voxel models!


    Free asset pack that includes everything to create voxel models!

    Posted: 01 Apr 2018 02:02 AM PDT

    Hello everyone, good news! I'm resurrecting today and here's some free assets to celebrate that. It's a package that includes everything to create voxel models. If you run out of voxels, just download the pack again.

    License: CC0 (public domain), completely free to use in personal, educational and commercial projects (no permission/credit required). Download includes license file.



    Have fun, have a great Easter 🐇 and let me know if you use the assets in one of your projects. Cheers!

    submitted by /u/KenNL
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    I Read S.D. Perry's Unity Book So You Don't Have To

    Posted: 31 Mar 2018 08:26 PM PDT

    I made a tool to create nice, consistently-spaced spritesheets from inconsistent ones.

    Posted: 31 Mar 2018 04:10 PM PDT

    I made a thing to make exploring the GDC 2018 vault a bit easier

    Posted: 01 Apr 2018 08:14 AM PDT

    How to know if there is no path between the source and destination positions in A* pathfinding Algorithm?

    Posted: 01 Apr 2018 10:47 AM PDT

    I just started out with A* pathfinding Algorithm and I think I am understanding it well. But the problem is, what happens if there is no path available between two points? This will definitely affect my performance as the algorithm will proceed onto scan my entire grid for a path. Is there any graceful way to skip this problem? What I have thought of is splitting my entire grid into smaller grids and checking if those grids are connected. Is there a more elegant way to this?

    submitted by /u/fishinggrapes
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    Is it legal to make a simple, two-dimensional version of Tetris and have it be free to download?

    Posted: 01 Apr 2018 01:12 AM PDT

    I have considered making a two-dimensional version of Tetris with several cartoon characters from my cartoon series. The link to the video that has inspired this idea is below.

    https://www.youtube.com/watch?v=kqZZbBL7RLA

    Is it legal to make a simple, two-dimensional version of Tetris and have it be free to download? Do the makers of Tetris have a patent?

    I have read these pages with conflicting statements, however I would like to see what users here think. I have read that Tetris and the concept of 'Tetrominos' is trademarked by 'The Tetris Company' on their website, located at the bottom of the main page.

    A tetromino is a geometric shape composed of four squares, connected orthogonally.

    No Patent: https://desiree47.wordpress.com/2008/11/19/tetris-and-intellectual-property-rights-patent/

    No Patent: https://www.publicknowledge.org/news-blog/blogs/tetris-copyright-decision-shows-how-complicat

    Patent Involved (The First Answer): https://gamedev.stackexchange.com/questions/16455/is-tetris-public-domain

    Patent Involved: https://www.quora.com/I-heard-game-ideas-cant-be-patented-but-why-is-Tetris-patented

    Thank you in advance.

    submitted by /u/Trufflebooth
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    I've been making some little animations,

    Posted: 01 Apr 2018 05:10 AM PDT

    hi. need some advice if I'm doing something really dumb

    I'm wondering if these type of things https://imgur.com/nasqh4b can be incorporated into a game ( think a base building game ) or would I have to use some new kind of art program in order to do something?

    I understand that you would need multiple animations per " character "
    and have the " working " above and https://imgur.com/a/MCydD walking / movement

    I lack any kind of programming ability. However, could these actually contribute to a game project or not really?

    thank you

    submitted by /u/Purplebeard6969
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    I'm in charge of the art in the game me and a friend are making, and I'm having a hard time deciding on art style.

    Posted: 01 Apr 2018 08:52 AM PDT

    This is a bit of a weird question.

    For our game, I am doing the art. The problem is, we're having a hard time figuring out an artstyle that fulfills our requirements. And I was wondering if I could ask your opinions on the subject.

    Basically, it's two things;

    1. Something that can be done by one person for a whole game. So this excludes anything like this. (Which I also know needs to be baked as a normal map to a lower poly mesh)

    2. Something I myself can enjoy doing.

    This is our first big project, he has done projects in the past and I have helped with the art for several, however, those were small games, and unlike this one, were 2D.

    Since this is our first big project, and first 3D project, I've been trying to settle on an art style I can do and enjoy. So far, we have done low poly with hand painted textures, and low poly with pixel textures.

    Here's what the hand-painted looked like, most of these were old assets and textures (minus the enemies, brick texture, and gun) that were on my computer. I'd be up for trying this again, however it was very time consuming, and for the scale of the project this might be too much. Not only that, but I prefer modeling to actually drawing. Of course, I'm going to have to do some things I don't want to do but with low poly it feels like the majority of the art is drawing.

    This Is low poly and pixel art. (In case if you were wondering, the barrel looks different because I was testing styles) I was really happy with the way the box and floor turned out, but I've had a lot of trouble putting pixel textures on more complicated meshes. As you can see, it looks awful with the stretching and stuff, I'm sure I could find a solution to this, but I'm not the greatest pixel artist anyway so it still looks horrible.

    So, here's the thing. I need to settle on an artstyle, and soon, because I should have a while ago. I'm really into high quality meshes, and I really like modeling/sculpting, but not so much texturing. We've thought about going for monotone colors, which might be interesting. Something I should possibly try is high quality meshes with monotone colors. But with normal maps and stuff so it still has detail.

    Thanks for reading all of this. Does anyone have any suggestions? I'm starting to think monotone colors might be the way to go here.

    submitted by /u/HiMyNameIsPjs
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    Unity 3D : RPG tutorial 2018

    Posted: 01 Apr 2018 08:24 AM PDT

    Game Development YouTube channels

    Posted: 31 Mar 2018 01:57 PM PDT

    I am looking for YouTube channels that are dedicated to the theory behind different features within games and what effects they may have in a game or for the user. Also any channels that are on game design would be much appreciated as this is where my skill lacks. Thank you.

    submitted by /u/Casper3189
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    Free Background Music for Game Dev - CC4

    Posted: 01 Apr 2018 11:51 AM PDT

    Hello Everyone! Ever need good quality music for a game you're working on, but don't want to spend money? I write music that is free to use. Check out some of these tracks and see if they fit what you're looking for. Free to use music Creative Commons 4.0.

    Ambient/Soundscape:

    https://youtu.be/MJ22njhiDQQ

    https://youtu.be/qUmaQGyk9Jc

    Rock:

    https://youtu.be/hAms1YoKMUc

    Orchestral:

    https://youtu.be/afy3QlrKFS4

    https://youtu.be/IhgO4beUyFI

    Electronic:

    https://youtu.be/XWT2YTVvYMk

    https://youtu.be/r3iBgm04f1Q

    https://youtu.be/svrxXoCMlL8

    Chill/Hip Hop:

    https://youtu.be/qY7QN8xRUKM

    https://youtu.be/_CasXSQgglU

    https://youtu.be/anYuCQ8Y7Xc

    Hope you guys can find use for these, if you're still looking for something, feel free to browse my channel for more:

    https://www.youtube.com/c/gravitysound

    Cheers!

    submitted by /u/CanadianHerb
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    Patreon Adult 3D Visual Novel Game what engine they using ?

    Posted: 01 Apr 2018 11:38 AM PDT

    (SORRY BAD ENGLISH )I'm curious in what engine did they use to make the game because some scene is the same scene but in another game Like this two game They have same Toilet scene https://www.patreon.com/T4bbo/ https://www.patreon.com/lewdlab

    submitted by /u/karisnoon1
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    Hey, is there any advises I can get from you guys?

    Posted: 01 Apr 2018 11:13 AM PDT

    I am new to this subreddit, and even also to the reddit itself too. I've been developing a 2d action rpg, and I just wanted to know some communities that I can show some gifs from my game and have some chats about it. But as I'm new to this western internet culture, I'm not sure I'm in the right place or not. Are there any tips for a noob to start sharing about his game on the web?

    submitted by /u/Basemark
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    Random Question: Other word to "Equip" a pet

    Posted: 01 Apr 2018 11:09 AM PDT

    Hey, I'm creating a pet system where you can have pets follow you around. There are multiple choices and I want the user to be able to choose his pet. I have a list and a button that says "Equip" but this feels like the wrong term, and I'm having a brain-fart trying to find a better word for equipping a pet! Help me out! Thanks :) Hire? Choose? Follow? Adopt? Select?

    submitted by /u/dave_mm0
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    Random question about level design

    Posted: 01 Apr 2018 11:03 AM PDT

    Hi I'm new in this subreddit

    So, I'm doing a free open-source game using an old engine called Cube Engine, this engine runs in almost any computer. But if I wanted to make a extremely huge map... what bad could happen?

    submitted by /u/Toriality
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    Raycaster - Struggling with Perspective: Any Tips for a Noob?

    Posted: 01 Apr 2018 10:50 AM PDT

    Daily Doodles week 2: pixel art asset pack is available for download. This week's theme was weapons.

    Posted: 01 Apr 2018 10:21 AM PDT

    How to reduce my GPU load when writing shaders?

    Posted: 01 Apr 2018 02:27 AM PDT

    Hi! I am just getting into graphics programming, which means I'm going to spend a lot of time with shaders. Unfortunately, I'm stuck with a quite shitty PC for the following year or so. Using many complicated shaders causes it to overheat and eventually turn off.

    For example, template Unity projects work fine, template Unreal projects cause it to heat up significantly, and my custom Gaussian blur implementation crashed the whole PC when I set the blur radius large enough.

    What's interesting, though, is that games like HL2 and Portal work perfectly fine and still look very decent.

    What factors should I consider when working with shaders and other graphics code on such a PC? Are there specific tricks that make the rendering pipeline more efficient, or should I just focus on optimizing (and micro-optimizing) my shader code while freely using all the modern techniques (lighting, vertex shaders for 3d rasterization and so on) and hope it works well?

    I understand the topic is big, but I imagine there are some things that are responsible for like 80% of performance improvements.

    Thanks!

    P.S. While my GPU is pretty bad, I have no problems with CPU performance. Should I try doing 3d->2d conversion completely on CPU and only use OpenGL for lighting and fragment shaders?

    submitted by /u/smthamazing
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    When should I make an open beta (for an android game)?

    Posted: 01 Apr 2018 09:12 AM PDT

    My android project is currently in the MVP stage. Most of the core functionality is there (touch gestures, basic enemies with simple AI) but it is extremely unpolished. So I want to release a beta version to (hopefully) get some feedback on what to fix first. But I don't know if I should first get it into a more presentable state state first.

    I'm also unsure about how to handle apk distribution. The play store does have an option for beta apps but I'd have to pay the $25 fee first. Unfortunately I don't have a credit card. Another option would be to use itch.io to upload the APK and let the users download that. I don't know how that'll work out since most players probably don't want to download a random APK from the internet.

    As for player feedback, should I rely on user comments or give them a feedback form to fill up. Would Google forms be good for this purpose?

    submitted by /u/Krons-sama
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    Creating a support forum for Game Devs, is it better private or public?

    Posted: 01 Apr 2018 07:51 AM PDT

    I'm creating a support forum for a company that's building free SDK's for developers.

    What are the reason Game Devs may prefer a private forum?

    It will also contain a support wiki, is there anything else developers find helpful when it comes to support?

    Thanks for your support!

    submitted by /u/Esscay
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    How to balance university and hobbyist gamedev?

    Posted: 01 Apr 2018 07:34 AM PDT

    University classes have started for me and I'm starting to feel the pressure. Previously I made small prototype games as a hobby but I wanted to make a complete project. Now I can't seem to find enough free time for it. I've been thinking about doing gamedev on weekends only but is that realistically possible?

    I haven't mentioned it yet but I'm studying CS currently so I'll also have to juggle competitive programming alongside gamedev. Since a lot of gamedevs happen to be programmers as well, a lot of you probably have plenty of experience with that. On average how many hours per week should I spend solving programming problems in relevant websites?

    submitted by /u/Reihado
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    How to separate game logic from rendering loop in Javascript/WebGL?

    Posted: 01 Apr 2018 03:47 AM PDT

    Topic says it. How to do this properly? Of course I could use some game engine/scene-graph and start creating the game, but idea is the learn webgl(and OpenGL ES 2.0 in general). So I want to do this my self. I couldn't manage to find any good resources about this.

    submitted by /u/saturation
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    Soundtrack Sunday #235 - Nostalgic Feel

    Posted: 31 Mar 2018 08:06 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:

    • Do not link to a page selling music. We are not your target audience.
    • Do not link to a page selling a game you're working on. We are not your target audience.
    • It is highly recommended that you use SoundCloud to host and share your music.

    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!


    Previous Soundtrack Sundays

    submitted by /u/Sexual_Lettuce
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    How to become a game programmer if you are an Aerospace Engineer?

    Posted: 01 Apr 2018 07:09 AM PDT

    Hey guys, I'm 26 and from Brazil.

    I studied aerospace engineering as an undergrad and did my masters in physics, completing 8 years of study; and recently I received an invitation to work in a space startup company in Europe, which is really nice. On the other hand, I see myself really unhappy with my career choice and, right now, I don't even feel the motivation to accept their offer, even though I know that it is a great opportunity specially for someone from Brazil.

    Turned out that game development was the thing that really made me happy. I had a solid background in programming during my studies, so I decided to teach myself C# and Unity (and pixel art), and start making games as a side activity. About one year ago I went to a local (successful) game studio and asked for some advice on how to proceed if I wanted to make this for living, and their advice was simply to "make as many games as you can, and, eventually, one will be good". So I put an announcement on facebook, gathered a group of people, and we made games. Unfortunately, in the beginning of this year we ended the group because people had other stuff to do.

    I really want to work making games, as a game programmer, and I don't know what steps should I take next to get a job in an indie or AAA studio. I thought about going back to school to study computer science but I read all over the internet that "you don't need to have specific formations to work in a game company". I also thought about continue to work as an engineer and slowly bring together a better portfolio, but, after 8 years, I want to dedicate my time to grow in something that I really enjoy.

    In the moment I am really lost, so any advice would be great.

    Thanks!

    submitted by /u/grayfog
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