• Breaking News

    Monday, April 2, 2018

    Patent troll who demanded $35k from my game is now accusing me of libel

    Patent troll who demanded $35k from my game is now accusing me of libel


    Patent troll who demanded $35k from my game is now accusing me of libel

    Posted: 02 Apr 2018 06:26 AM PDT

    Procedural Worlds from Simple Tiles

    Posted: 02 Apr 2018 03:37 AM PDT

    LÖVE game framework version 11.0 is out!

    Posted: 01 Apr 2018 03:07 PM PDT

    LÖVE version 11.0 has been released today – it's been in development for a while, and it has a substantial number of changes, additions, and improvements. We also have a new versioning scheme to better reflect the actual state of LÖVE's development.

    The full changelog is on the wiki and we have a forum post summarizing some of the bigger changes. A few of them are:

    • A formal deprecation mechanism has been introduced. If you use an official API that's been deprecated but not removed, LÖVE will tell you about it but won't error out.

    • Audio APIs have been streamlined a bit, and significantly fleshed out. Realtime audio effects and filters, microphone recording support, and manual sound data queueing support for audio Sources have all been added.

    • A new love.data module has been added, which includes functions for MD5/SHA hashing, base64 encoding, and data compression.

    • LÖVE now automatically batches draw calls together when possible.

    • Transform objects have been exposed in love.math.

    • Retina / high-dpi support on iOS and macOS has been streamlined so it requires much fewer code changes to get things to be sized correctly.

    • APIs which use colors now expect color component values in the range of 0 to 1, instead of 0 to 255. This is partly for consistency with shaders and partly to support the following:

    • 16 bit per component PNGs and 16- and 32-bit floating point EXR images can be loaded, and ImageData methods can operate on their color values.

    • GLSL 3 (3.30 on desktops, ES 3.00 on mobile) is now supported via an opt-in mechanism when creating a shader.

    • Array Textures, cubemaps, and 3D / volume textures are now supported.

    • Lower level functionality for depth buffers and 3D meshes has been implemented. It's not nearly as "high level" as LÖVE's regular 2D graphics APIs, and depth buffer use in particular doesn't mix well with 2D sprite rendering.

    • Windows XP is no longer officially supported.

    Enjoy! :)

    submitted by /u/slime73
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    Amazon Game Studios cancels its team battle sport game that would be using its Lumberyard Engine, Breakaway | DSOGaming

    Posted: 02 Apr 2018 08:59 AM PDT

    Is Full Sail University A Joke?

    Posted: 02 Apr 2018 05:40 AM PDT

    Personally I don't go to this school nor do I plan to (at least in the foreseeable future). But one day I was browsing Game Developer jobs to which one person said they had a degree in Game Design from Full Sail University, a lot of the comments quickly told him that his degree was absolutely worthless.

    I know that to be fair, degrees in the world of Game Dev aren't necessary unless the company has a specific position in mind for you. However the school is pretty expensive last I checked and it has to be worth something right?

    I can imagine that the industry has openings for people that truly major in "Game Design". If not that sounds pretty bleak, a lot of people are getting screwed over if that's true.

    At least maybe they can design their own indies with what they have learned.

    I can't help that every time I search for postings or questions about these jobs that Full Sail comes up (thanks AdChoices). Perhaps if I win the lottery I'll attend (after I'm done wasting my money on my current degree) or spend it on cheese puffs.

    What do you guys know of Full Sail's Game Design program or just private schools that offer Game Design as a major in general?

    Edit: It occurred to me that this might have come off as slightly insensitive to students of game design majors on this subreddit and I should put it out there that I'm more curious than spiteful. Best of luck to you if you are in one of these programs and feel free to recount your experiences in this post!

    submitted by /u/Mockingjay55
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    18 Days Until Ludum Dare

    Posted: 02 Apr 2018 10:27 AM PDT

    I like convincing people to do their first Ludum Dare.

    You should do it because you will make a game in 2 or 3 days. And then people will play it and leave feedback, and you will play their games and see what they did. All of this will be fun and learning-intensive. But it will also be kind of intense.

    In the past when I've posted that it's about to begin, people say "oh darn I really wanted to do this but it's too late now."

    This time you have 18 days of notice: Ludum Dare 41 begins on April 20th.

    So get your shit together, sharpen your sword, and I'll see you on the battlefield.

    If you need to be pushed into it, let me know.

    submitted by /u/savagehill
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    Do you think an indie game dev team can create a mobile free to play game that actually makes money?

    Posted: 02 Apr 2018 08:28 AM PDT

    I've been talking to a lot of people about mobile game dev, and it seems like it's all about LTV>UAcost. What people have also been saying is that the top 1% of Mobile F2P game studios have raised the UAcost to such astronomical amounts that it makes it impossible for a small studio to break through.

    What to you guys think? Is it possible to be a small studio and make money off a mobile F2P game?

    submitted by /u/link222
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    How to destroy / dissolve part of an object like this?

    Posted: 02 Apr 2018 08:11 AM PDT

    Hello, I tried to search for this but I wasn't sure if there's a term for it and nothing relevant came up. I am new to 3D modeling and have only made games in 2D.

    How would you program something like this: https://youtu.be/SHBKAZNOh7E?t=12m39s / https://i.imgur.com/oolSkvK.png ?

    It doesn't look like it's just hiding part of the mesh to me as the ground is on a different level / you can walk on the path you clear, but I'm not sure how you would do this dynamically in-game.

    So how do you do it? Is there a term for this?

    Thanks for any help :)

    submitted by /u/garden_knight
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    Hi Guys! I just updated my "Toilet Flush Around The World" album with more flushing sounds from Vietnam, Bali, Japan, Costa Rica and two airplanes! I hope you can use it!

    Posted: 02 Apr 2018 04:34 AM PDT

    MMO feature allowing players to code?

    Posted: 02 Apr 2018 09:25 AM PDT

    I was wondering about the logic of how one might code a feature in an MMO that gives everyone an accessible instance of their own room. However, the part I am the most curious about having answered is the ability for players to code features in their own room so they can essentially make their own game inside. It would be a horrible practice to allow them to access the source code because they could just as easily break everything. Is there a safe way to accomplish this effect?

    submitted by /u/jaekx
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    Healthy Tension in Game Development

    Posted: 02 Apr 2018 09:20 AM PDT

    General Question: Boss AI 2D Platformer

    Posted: 02 Apr 2018 08:22 AM PDT

    Hi there, I'm working on a 2D platformer game. I'm just starting to look at how is the boss AI usually made. The thing I came across the most is that Boss AI is usually a simple state machine. Now to be honest, this is my first game and I wanted to have a simple AI that just does what I want it to do. I'm still not quite sure what a simple state machine is when it comes to coding. It's easier for me to understand that in PlayMaker since its easier to "see" a state.

    Anyways, here is a description of what I'm thinking of (quite similar to many 2D platformer games): having 3 states: (Attack 1, Wait, Attack 2)

    Now I was thinking of coding this so that when the player enters a trigger or enters a certain range, Attack 1 would execute followed by some wait time/ coroutine, and then Attack 2 would execute. Or just randomize Attacks 1 & 2 if they are of the same type (E.g: Melee/Ranged)

    This seems logical to me since this behaviour is what I have seen in most games, especially platformer games. Now I'm calling (Attack1, Wait, and Attack 2) states, that's what they are right? Not sure if thats the best way to do it. Are there any examples/reference scripts for something like that?

    Sorry I'm still a beginner and this is the first time I'm doing this.

    Thanks a lot :)

    submitted by /u/Ryo788
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    Utilizing the power of game engines and walking simulators to create demonstrations

    Posted: 02 Apr 2018 11:33 AM PDT

    This is part promotion, part story.

    I graduated college with Computer Engineering, no arts whatsoever. I have been making games for a while and have a decent background in game art.

    Since graduation though, I have been working my butt off learning everything I can about modelling, animating, and using game engines.

    So I finally feel that I'm making work that is decent enough to show off, and wanted to put together a portfolio.

    A simple artstation? Maybe... A walking simulator portfolio? Yes.

    So I went and built all of the models and animations I would for a portfolio, compiled them into one unity project and gave the player the ability to move around and explore the artwork for themselves.

    You can check it out or play it for yourself if you'd like here: https://youtu.be/smLab-bgNNY

    submitted by /u/rithmgaming
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    Learning C++ and game development

    Posted: 02 Apr 2018 11:32 AM PDT

    I'm new to game development and also coding games in general. I'm currently learning C++ through "C++ Primer" along with other sources such as YouTube, and in general familiarizing myself with game development and how it works.

    My question is how will learning C++ in general correlate with learning game development and actually coding a game? If I know C++ well but not game development and I jump straight into Unreal, is it possible to simply code a game with my knowledge of just C++ and not the steps of creating a game? For example - if you code a website in C++ (ridiculous, I know) and another person codes a game in C++, will the web developer know absolutely nothing about the code used to make that game and will it seem gibberish to him, or will it be easy to understand?

    Really lengthy question and quite simple but I didn't know how to phrase it, thanks in advance c:

    submitted by /u/concerned_potato
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    Got a lot of questions on procedural mesh generation in my game, here's an overview explanation of it!

    Posted: 02 Apr 2018 11:24 AM PDT

    Royalty free multimedia assets (sounds & videos) for Dev

    Posted: 02 Apr 2018 11:14 AM PDT

    How good are Unity 2D's tilemaps? Are they resources intensive? Looking for some answers!

    Posted: 02 Apr 2018 12:56 AM PDT

    I'm playing around with a small project at the moment that could potentially turn into something.

    Other mechanics aside, I'm looking at generation for a top down 2D world using a tile based system. I've got a few tiles sorted out and I can paint them to create levels which is great, but my plan is to have this world procedurally generated by code.

    After doing a bit of research I can see that some people who have wanted the same thing have actually resorted to painting tiles onto a mesh - is this still the way to go? Or can I safely use the Unity tilemap system to achieve my desired result?

    And as far as generation of tilemaps (which I'll be doing in C#), how straightforward/difficult would that be to achieve?

    I'm aiming for simplicity in execution here.

    Any tips or pointers regarding this would be greatly appreciated.

    submitted by /u/Empty_Allocution
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    I created this video to explain Unity's new implementation of the entity-component-system pattern

    Posted: 02 Apr 2018 10:29 AM PDT

    Reference material for a colony simulator game?

    Posted: 02 Apr 2018 10:07 AM PDT

    Hello everybody, I'm on a very early stage of designing a colony simulator game (think Dwarf Fortress, Rimworld, etc as examples). This kind of games present a some very specific challenges, and my main problem right now is regarding resource management. How many resources should I have, which should be the timing/storage constrains around them, etc.

    Do you have any good books/blogs/videos/whatever to recommend regarding this topic? Of course getting a well balanced and funny game will require a lot of iteration, but I'm pretty sure getting some theory before will make things much easier.

    submitted by /u/l1thiium
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    Marketing Monday #215 - Strategic Placement

    Posted: 01 Apr 2018 09:23 PM PDT

    What is Marketing Monday?

    Post your marketing material like websites, email pitches, trailers, presskits, promotional images etc., and get feedback from and give feedback to other devs.

    RULES

    • Do NOT try to promote your game to game devs here, we are not your audience. This is only for feedback and improvement.

    • Clearly state what you want feedback on otherwise your post may be removed. (Do not just dump Kickstarter or trailer links)

    • If you post something, try to leave some feedback on somebody else's post. It's good manners.

    • If you do post some feedback, try to make sure it's good feedback: make sure it has the what ("The logo sucks...") and the why ("...because it's hard to read on most backgrounds").

    • A very wide spectrum of items can be posted here, but try to limit yourself to one or two important items in your post to prevent it from being cluttered up.

    • Promote good feedback, and upvote those who do! Also, don't forget to thank the people who took some of their time to write some feedback for you, even if you don't agree with it.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    All Previous Marketing Mondays

    submitted by /u/Sexual_Lettuce
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    A Fully-Managed Game Analytics Pipeline

    Posted: 02 Apr 2018 09:43 AM PDT

    advice on how to go forwards

    Posted: 02 Apr 2018 09:38 AM PDT

    So, I have an idea for a game that I've fleshed out a fair bit, but I feel daunted by the prospect of programming it. I'm also worried that my idea will get stolen or, worse, I'll get patent trolled.

    My thought was to post what I want to do/the kind of game I want to make so that I could get feedback on which engine/programming language/approach/etc I should go with. Would that be a wise approach to my problem?

    submitted by /u/Bizobinator
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    Against Tactics and the Connect-Four CCG

    Posted: 02 Apr 2018 08:46 AM PDT

    Procedural dungeon generation in Python

    Posted: 02 Apr 2018 08:15 AM PDT

    If you are interested in procedural dungeon generation, here are few examples written in Python.

    Visualized using the Arcade library, but the maps are generated with a 2D array first, so it should be easy to visualize them using any system.

    submitted by /u/pvc
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