Unity Stretch Experiment Project Repo (free) |
- Unity Stretch Experiment Project Repo (free)
- Making a game that includes a *substantial* manual
- Designing Text UX for Effortless Reading | A talk by Inkle's Joseph Humfrey
- Is there a way to have an in-game text chat hosted/managed by Steam?
- When should I start hyping up my project?
- Tips for working with spritesheets?
- OpenGL - How to create Dynamic 2D clouds w/ Perlin Noise?
- Screenshot Saturday #378 - Epic Transformation
- What is your favourite part of game dev
- Redundant Client Code for targeted effects?
- Should Schools Fail Game Art Students More Often?
- Career opinion(advice)
- The Spoon Problem
- Starts-Bundle.com is a scam
- Is it possible for a game to have an operating system inside of it?
- Concept art organization tools?
- Platform where you can find Source Code for Free, There are many Source Code and Game Assets available on reskin
- Classic Postmortem: Obsidian's Knights of the Old Republic II: The Sith Lords
- Interesting discussion on the difference between modern games and those of the 1990s/early 2000s. Crosspost from /r/truegaming
- 2Dgameart tutorials in Inkscape - an additional building: iconic red barn
- Ways to take advantage of E3?
Unity Stretch Experiment Project Repo (free) Posted: 27 Apr 2018 09:42 PM PDT |
Making a game that includes a *substantial* manual Posted: 28 Apr 2018 09:33 AM PDT I have a dilemma. I'm porting/remastering a commercial game from 1991. The game is rather complicated and in depth and so I'm adding a badly needed tutorial system. When I licensed the source code I also got the original manual data files as well. For those who may be younger, once upon a time games came with thickish manuals that not only told you how to install the game, but also tended to be packed full of tutorials, lore, stories, maps, and other odds and ends. The final manual I have is in PageMaker 4(!) format, which can't be opened by anything under the sun anymore. However, there was a slightly older draft that was in Word 5.5 format that shockingly opened with LibeOffice. This version didn't have any of the illustrations embedded, but I have those in a resource folder. I'm adding them back in now and matching the text with a PDF scan of the original manual to make sure everything is up to date. (For example the draft mentions using the manual as copy protection, which was not in the final release) Now the problem I have is the manual is a staggering 220 pages long, but there is a lot of good content in there and kind of goes with the "feel" of the game. Lots of in-universe roleplayish stuff is in there. How about would you entice a player to go though a manual nowadays? Make oblique references to it in the game? Offer a dead-tree version, or maybe as an e-book and not just a PDF? The manual tickles my nostalgia bones to no end, but I don't know if current players will understand the value of the thing. I have a screenshot of the manual [here].(https://i.imgur.com/UAYiPNo.png) https://i.imgur.com/UAYiPNo.png [link] [comments] |
Designing Text UX for Effortless Reading | A talk by Inkle's Joseph Humfrey Posted: 28 Apr 2018 09:07 AM PDT |
Is there a way to have an in-game text chat hosted/managed by Steam? Posted: 28 Apr 2018 04:31 AM PDT Hello, [link] [comments] |
When should I start hyping up my project? Posted: 28 Apr 2018 08:44 AM PDT I feel like I'm getting closer and closer to release. I feel in a few months I'll be ready to invite a few people to beta test. I don't want to sound egotistical, but I really feel that my mechanic hasn't been done before. However, once revealed it probably wouldn't be too hard to rip off. I'm a one man army and if some big studio caught wind ahead of me, they could probably slap something similar together before I even release. So yeah, I'm a bit paranoid. That being said, I'm also worried that I won't have a chance of being successful unless I start up the hype train and start a social media campaign ahead of release. My budget is exactly zero. So the more exposure I can garner ahead of time will be key. But again, I'm terrified of giving away the concept too far ahead of time... I'm sure this is a pretty common conundrum you guys deal with. Any advice? [link] [comments] |
Tips for working with spritesheets? Posted: 28 Apr 2018 09:01 AM PDT Hey /r/gamedev! I'm making a platformer game for fun, and I'm using sprites ripped from a certain GBA game, which I found on Spriter's Resource. My issues happen when I'm trying to use spritesheets for characters with lots of frames of animation. The sheet I have has all the frames I need but they aren't arranged in a way that is easy to use-- some of the sprites are smaller or larger, and the spacing between them isn't consistent on the sheet. This makes actually using the sheet quite difficult and laborious-- I could manually extract each frame, and make sure to to center it inside a canvas large enough for the largest frame (say about 48x48), while many frames are less (like 24 x 42). I feel like I'm not explaining this well... but basically if I extracted each frame at it's size, when I try to animate inside the game engine, many frames would be out of place, offset-- not matching up with the last frame. I found this nifty tool: https://github.com/ForkandBeard/Alferd-Spritesheet-Unpacker/releases which extracts the frames you want as individual images... but at different resolutions (ie each frame extracted at it's size... I'd like to force them all to be the same size) Is there a standard practice for this kind of thing? Beyond manually copy & pasting 80 frames one at a time into a new animation strip, attempting to line them up myself? Am I just approaching this whole thing incorrectly? Any advice would be appreciated. Finding it quite difficult to work in 2D right now :p [link] [comments] |
OpenGL - How to create Dynamic 2D clouds w/ Perlin Noise? Posted: 28 Apr 2018 10:57 AM PDT I am building an engine for a naval warfare sim, and the biggest part of the experience is real-time weather patterns with clouds that change over time that affects gameplay. To that end I get real-time weather data from the national weather service to retrieve:
The engine will thus roughly simulate the following: (https://www.youtube.com/watch?v=pD0n4hAn8gI), and I've gotten my engine to this over the past month: (https://i.imgur.com/WTtPhTH.jpg). My obstacle to a solution is: To turn windspeed and pressure data into regions with clouds, this is the gist of it in meteorologic terms:
However, how to do that is what I'm struggling with. Do I tackle clouds like particles, or a texture map? [link] [comments] |
Screenshot Saturday #378 - Epic Transformation Posted: 27 Apr 2018 08:27 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: Which game do you think has the best side activities (such as minigames, base building, exploration, etc...)? [link] [comments] |
What is your favourite part of game dev Posted: 28 Apr 2018 03:16 AM PDT The more I explore game dev the more I find I love about it. The way it feels like a complex puzzle, that feeling when you see the impact from something you've changed, the feeling of creating little world's, even the challenge of marketing. These are just a few of my favorite aspects. I'd love to know what other people's are and what keeps you devving! [link] [comments] |
Redundant Client Code for targeted effects? Posted: 28 Apr 2018 11:43 AM PDT So I've been working with the Godot Game Engine High Level Networking (which uses C++ ENet) building a multiplayer card game. I've got quite a bit of done so far but there is one design issue I'm not sure how to tackle. In summary, cards in the clients are buttons that sends a request to the server to check if conditions are true, and if so active, sending information back to the clients to display the resulting output. The issue I've come into is with targeted effects that require the player input. My current implementation was something like the following: 1) Effect that manually targets is triggered 2) The server sends this effect to the client, adding filtering information. For example Birthright from the YGO TCG, would send something like this:
Which would be stored in a client-side target manager. During this time, the player could click on all valid targets (a new target replacing an old one) with a confirm button to send a reply back to the server. The server itself would then also re-validate it (but only once on confirm). What I've been considering now is removing all of those parameters from the client and instead handle it predominantly server-side, something like this: 1) Effect that manually targets is triggered 2) Server grabs all names of valid cards 3) Server tells client to show player valid cards 4) When a Player clicks on a valid card, it is sent a note on the server to add it to a TargetManager's 'Target' list, with the Manager doing a validation check on it. 5) If card is valid, a confirm button is highlighted show. 5A) Player's could also click on a card within targets, to remove the target (or they could click on a new target to swap). Each time a message is sent to the server. 6) If the confirm button is clicked, the server processes the activated card effects on the targets in its target list. Version 1 here, the server doesn't require as active input but code that is done on the server is also rewritten on the client. Version 2, less code duplication but there are more calls to the server in general. Being a 2D Card Game, it seems unlikely this would cause any major issue with performance but I'm personally still wary about it. Any guiding advice on this issue would be greatly appreciated. Thank you very much for reading! [link] [comments] |
Should Schools Fail Game Art Students More Often? Posted: 27 Apr 2018 04:30 PM PDT |
Posted: 28 Apr 2018 11:13 AM PDT So basically i am very confused about what to do in my life. I am currently studying architecture 1st year My main passion was just about playing games and architecture but when the time came i choose architecture over trying to go to a game art/dev college but i am staying in hostel to study architecture away from home.now that i have experienced the hostel life i completely hate it i wanna go back to my home so the real thing now is whether i should go back to home and go to a game art dev school or just bear the pain and study architecture making my life miserable for 4 more years by being in hostel(for record i like game designing just as much as architecture) I know playing games is completely different from developing one.By the way i am from india Thanks for any advice you guys can give greatly appriciate it. [link] [comments] |
Posted: 28 Apr 2018 10:45 AM PDT |
Posted: 27 Apr 2018 01:32 PM PDT I just wanted to bring this to attention for other small indie devs that have trading cards on their game. Don't send these guys keys. The website is just a facade. It's almost certainly a mining operation for trading cards. That is all, thank you for your time. [link] [comments] |
Is it possible for a game to have an operating system inside of it? Posted: 28 Apr 2018 09:52 AM PDT Say theres this open world game and for whatever reason there are computers you can use in the game like the computer labs in GTA 4 but instead of a fake OS its an actuall OS like linux or windows with full or limited functionality. Even if it would be a huge resource hog im just curious if its possible [link] [comments] |
Concept art organization tools? Posted: 28 Apr 2018 09:49 AM PDT I'm looking for a tool to help organize concept art. Folders just aren't cutting it anymore. Hoping to find something that supports...
Any suggestions? [link] [comments] |
Posted: 28 Apr 2018 08:53 AM PDT |
Classic Postmortem: Obsidian's Knights of the Old Republic II: The Sith Lords Posted: 28 Apr 2018 02:33 AM PDT |
Posted: 28 Apr 2018 04:44 AM PDT |
2Dgameart tutorials in Inkscape - an additional building: iconic red barn Posted: 27 Apr 2018 07:57 PM PDT A requested addition to the step-by-step building tutorials: a farm/ barn. I picked the iconic red barn for this tutorial in Inkscape - creating the barn with basic rectangles and a few modifications to the shapes. https://www.2dgameartguru.com/2018/04/more-2d-gameart-houses-creating-iconic.html The tutorial can be followed in any other vector design tool as well. The tools might be named differently in Affinity Designer, CorelDraw or Illustrator but the functionality is the same in all of those. [link] [comments] |
Posted: 28 Apr 2018 04:57 AM PDT So E3 is a little over a month away, but I won't be able to attend. However, I really want to take advantage of it in some way even if I can't be there physically. I'm already planning on releasing a trailer, a fake "commercial", and perhaps a blog post of some sort (release date even?), but other than that, no clue. I feel like any press that would be interested would already be focused on the games on the actual show floor. I don't know. Maybe I'm thinking about it too hard and should just wait till it passes. What do you guys think? Are you planning on doing anything special? [link] [comments] |
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