Shaders are voodoo black magic. Change my mind. |
- Shaders are voodoo black magic. Change my mind.
- I am shooting myself on the foot for having too simple of a pixel art for my game?
- Blender for Pixel Art - Step By Step Tutorial (Introduction)
- Video game industry group joins net neutrality lawsuit
- System Shock source code released under GPL
- Best inspiration for level design!!! Classic SNES game maps
- How to keep players engaged (without being evil) | Game Maker's Toolkit
- Does Steam allow games to have advertisements?
- My “Small Game” has gone out of control
- Depth of Storytelling in Dwarf Fortress: Tarn Adams on Demon Invasions and Cheese
- I made a game entirely by myself. AMA.
- Confessions of an Unreal Engine 4 Engineering Firefighter
- Is Unreal Engine 4 good for HTML5?
- VR action/adventure Apex Construct: Art from game now live on ArtStation!
- Any advice on project planning?
- Project scope and non-original visual asset: criticism we never considered
- The Making of Siege of Dragonspear, a Baldur's Gate interquel
- My friends and I reimagined an ancient game Nim
- Video Game Character Hair Production Tips
- Interactive geometric intersection function cheatsheet
- Help me learn coding. Any links or pdf to share?
- Marketing your trailer
- Moirai and how it was destroyed
- How to keep players engaged (without being evil) | Game Maker's Toolkit
Shaders are voodoo black magic. Change my mind. Posted: 06 Apr 2018 09:00 AM PDT Okay, so, Shaders have never made sense to me. I understand that they're basically GPU-mounted programs that convert data to pixels and give them colors, but I just don't understand how they can do so much. I've tried to dig in to shader tutorials but everything just tells me how to make specifically the shader they're talking about and I have no idea how to apply it in a general case. What can shaders do? What is the limits of their power? Is there maybe some kind of simple, engine-agnostic tutorial on just understanding these magic programs that make every game instantly look a thousand times nicer? [link] [comments] |
I am shooting myself on the foot for having too simple of a pixel art for my game? Posted: 06 Apr 2018 05:25 AM PDT I am developing a game for myself. Nothing too ambitious (saving that for later), but here is the thing a lot of you might know already: There is so much stuff multiplied by 10 to take care of in a game, so not only the project is fairly simple mechanically, I was also planning to go for a simple pixel art style ( such as this ) to make things easier on me. Now I am a bit scared I might make people uninterested in the project because of the art. I could go for a NES-like pixel art style but I don't think I can handle that, it seems to complex for me (go on, you can laugh). I just can't wrap my head around making sprites like the beautiful stuff you see in indie games such as Shovel Knight, Cave Story or even the in-development Copy Girl. I have been taking drawing classes for about six months now, but there is just so much actual drawing can help in pixel art. The characters and story are a big appeal of my game and I wonder if the simplistic look might get in the way. The counterpoint is that I am having character portraits in the game (I am having trouble coming up with examples, but think Undertale character portraits next to dialogue boxes, with the emotions and stuff), so that might balance the simplistic sprites. Sorry if this sounds confusing, but this is the ONE aspect I am having so much trouble with. Thanks. P.S.: I can't seem to be able to assign a flair. Doesn't work at all. Sorry! [link] [comments] |
Blender for Pixel Art - Step By Step Tutorial (Introduction) Posted: 06 Apr 2018 06:05 AM PDT |
Video game industry group joins net neutrality lawsuit Posted: 05 Apr 2018 01:08 PM PDT |
System Shock source code released under GPL Posted: 05 Apr 2018 04:53 PM PDT |
Best inspiration for level design!!! Classic SNES game maps Posted: 06 Apr 2018 07:40 AM PDT |
How to keep players engaged (without being evil) | Game Maker's Toolkit Posted: 06 Apr 2018 11:19 AM PDT |
Does Steam allow games to have advertisements? Posted: 06 Apr 2018 08:21 AM PDT Re: Ads in the form of offerwalls, reward videos, interstitials, and banner advertisements. Depending on what stats you look at they form 30-60% of all mobile revenue so I would have thought there would be some attempts to emulate the success again on PC. I can't find any examples of games with advertising though. I also can't find any statements from Valve that says they do not allow ads. So I'm not sure if the reason for this is that ads on PC games are just not effective, and there are more effective revenue streams, or if they are simply not allowed. Can anyone confirm that Valve/Steam do not allow games to have advertisements? [link] [comments] |
My “Small Game” has gone out of control Posted: 06 Apr 2018 09:24 AM PDT I love rock,paper,scissor. (No seriously) I know how this sounds, but it's actually incredibly deep.(I'll get to my point soon) this simple game can be played by anyone and anywhere. It involves a mastery of timing and prediction. Tricking your opponent into thinking they see a pattern where there is not is at the heart of the game. Much like a street fighter, accurate reads of your opponents choices will land you a victory. Now with that in mind. I set out to recreate this game in a small project called "Tayo" I drew up a game plan and everything. ("The player fights a drastically increasing number of enemies with only 3 choices ATTACK,PARRY,DEFEND.) very similar to how a match of RPS would go. simple right? Well it started that way. Very soon into development I found out that the PARRY option couldn't be beat by anything. Sure you could block a parry. But you could also block an attack. So I thought to myself, "just add a couple hidden attacks to make up for this flaw. And down the rabbit hole I went. I made hidden attacks in the game. I made a hidden attack management screen for the attacks "What makes the hidden attacks different, they all just seem like copies" I made status effects for certain attacks BURNED,POISONED,BLIND, ETC "Why does the player have status effects and the enemy doesn't Added the effects to enemies "The game looks boring I should add weapons" Added weapons with no stat change to character "They should change stats" Added stat change to damage dealt Added blacksmith to create weapons Added alchemist to craft side items to make weapons Added legendary weapon crafting Added characters to talk to before crafting Added missions to complete for characters to be able to craft better weapons based on characters family heritage takes deep breath Added different location Different skins for player Area map Dungeons Traps Curses Puzzles In the end I turned this one month game into a beast of a problem for my free time. I unfortunately have failed at keeping it simple with my idea. At this point I cannot say the idea I have now is anything like what I started with. [link] [comments] |
Depth of Storytelling in Dwarf Fortress: Tarn Adams on Demon Invasions and Cheese Posted: 05 Apr 2018 10:42 PM PDT |
I made a game entirely by myself. AMA. Posted: 06 Apr 2018 11:28 AM PDT I made The True Slime King over the last 1.5 years (~1500 hours). I've done everything for the game myself. The only thing I didn't create myself were some of the sound effects, which I sourced for free online. I've made the decision to stay off of Steam during early access and just stick with Itch.io. Going into the project, I had many years of experience in music composition (10+ years), level design (4+ years), and programming (4+ years), all self-taught. I was very familiar with using GameMaker Studio, as I had made countless small unfinished games and prototypes over the years (that weren't released on the internet at all). Throughout the project, my pixel art skills dramatically improved. I also learned about sound design, marketing, video editing, and project management. I've recently done a few other AMAs if you want to check them out as well: I lurked on this subreddit a lot throughout the building of my game and got a lot of good ideas and insights. I've really enjoyed doing these AMAs and wanted to extend it to this community. [link] [comments] |
Confessions of an Unreal Engine 4 Engineering Firefighter Posted: 06 Apr 2018 09:14 AM PDT |
Is Unreal Engine 4 good for HTML5? Posted: 06 Apr 2018 08:41 AM PDT Hello game devs, I want to develop a game for HTML5 and I don't know if use UE4 and if it's good optimized for HTML5 or I use another engine like Godot, and do know any games developed by UE4 for HTML5? [link] [comments] |
VR action/adventure Apex Construct: Art from game now live on ArtStation! Posted: 06 Apr 2018 08:51 AM PDT |
Any advice on project planning? Posted: 06 Apr 2018 01:30 AM PDT I am currently working on my first main project which is a side scrolling 2d platformer. I have the main story and game mechanics roughly planned in my head with a few bits of concept art. I have a hit a creative block. The game itself is fully working and looks great but I am stuck with things like how to level up, level design, or just in general how to make it fun. So I realised I need to go back to planning. I would love an app or software where I can visually see my level planning and plan power ups/de buffs etc. Any advice is appreciated! [link] [comments] |
Project scope and non-original visual asset: criticism we never considered Posted: 06 Apr 2018 03:48 AM PDT (sorry for bad english) Question: Is such a crime to use graphic assets bought from Ado*e Stock (or similar site) as main environmental art in a commercial project the scope of which is definitely increased since we started?Facts: Two years ago we started a simple narrative-driven game project. We were two programmers and a writer (english mother tongue, don't worry lol). No artist. One day my buddy programmer stumbles on this really cool graphic asset on Ado*e Stock. It was PERFECT for mood, tone etc. Done. We bought it. Since then this asset was our main environmental art. But since then our project unexpectedly grows. We got some attention by the press. Our little Kickstarter was OK so we hire one artist for the characters and other graphics, one musician for an original soundtrack, actors for voiceover etc. More attention = someone noticed that we used an Ado*e Stock graphic asset as main environmental art. "OMG!!! You have a cool soundtrack, cool voiceover, you hired an artist for the characters and some bits of setting: why did you keep that asset? People will see that! Other devs will hate you all to death: this is so unprofessional! OMG Why did you keep this asset?!?" (ok, maybe I've exaggerated a bit) Why? We bought it for >300$ (it was a lot of money for us at the time :D), we loved and love it, we designed around it. What should we do? Ask to (and pay) our artist to mimic the style of this poor stock-guy only to have something similar but original? What should we do? It's not a Kenney asset that you see everywhere. We work a lot on the web and we've never see our asset. And we've modified it a lot. We're pretty worried about this criticism since the project has become something serious. Thanks :) [link] [comments] |
The Making of Siege of Dragonspear, a Baldur's Gate interquel Posted: 06 Apr 2018 02:41 AM PDT |
My friends and I reimagined an ancient game Nim Posted: 06 Apr 2018 12:18 PM PDT Nim is a mathematical game of strategy in which two players take turns removing objects from the group by playing horizontally (You can take as many objects as you like as long as they are in the same row). The player that is left with only one object is a loser. Mathematically it's solvable in a sense that the first player is in advantage so he can always win. That's not much fun in case of Nim where you can easily calculate your move and win every single time when you play first. So, our solution was to increase the number of combinations by making it playable in vertical axis as well. Humans are good at memorizing repeating patterns. That's not very good in case of our game, so we decided to break monotony of the game by randomly excluding couple of objects. However, the first player will always be in advantage and it's up to us to make it less obvious. The game is still in development but you can take a look here: link [link] [comments] |
Video Game Character Hair Production Tips Posted: 05 Apr 2018 04:29 PM PDT |
Interactive geometric intersection function cheatsheet Posted: 06 Apr 2018 12:04 PM PDT |
Help me learn coding. Any links or pdf to share? Posted: 06 Apr 2018 12:02 PM PDT Hello fellow devs, I have a huge motivation in learning game development in Unity3D using c sharp language. I have followed some tutorials to learn but it did not help me a lot. I noticed that I lack thorough knowledge of c sharp language. Could anyone suggest me a free link or pdf that teaches like a school students? [link] [comments] |
Posted: 06 Apr 2018 01:03 AM PDT Hi all - So you spend weeks/months/years getting the footage, cutting the trailer - but how can you get views? Does anyone have any tips on how to get your trailer out there? Are there any indie friendly trailer aggregators/twitter accounts out there? [link] [comments] |
Moirai and how it was destroyed Posted: 05 Apr 2018 04:47 PM PDT |
How to keep players engaged (without being evil) | Game Maker's Toolkit Posted: 06 Apr 2018 11:36 AM PDT |
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