Using Blender to create animated pixel art sprites |
- Using Blender to create animated pixel art sprites
- Free Game Assets By JuicyGames
- I added a feature for publicly listing your Game and who you need help from (Artists, Designers, Testers, etc.)
- GDC18: 3 Steps to Becoming a Better Artist by Horia Dociu
- Some of the dumbest things you've seen in development?
- To celebrate Spring, let's code a vibrant sunburst (radial pinwheel) effect in GameMaker Studio
- [Yoko Taro's & Takahisa Taura's full GDC presentation] A Fun Time in Which Some No-Good Game Developers May or May Not Discuss How We Made NieR:Automata
- Interleaving small reads of multiple files – why World of Tanks 1.0 has abysmal loading times on HDDs
- Should we be pricing our games higher in general?
- Extensive 7DRL postmortem: Creating a new game from my main project
- Farcry 5 vs Farcry 2
- How do I stay motivated for the long term?
- Syncing relevant data between client and server for a MORPG
- Check out "OnDoubt", an underrated Youtuber (<1k Subs) that makes consistently interesting video interviews with game designer legends.
- Brazilian gaming market - Profile and importance of localization
- How do games deal with different resolution assets?
- Programming Fortnite for Kids
- Is it easier to program for NES or SNES?
- Is there a need to worry about a game's currency being earned after all the items in the game are bought?
- Is there a way to give a player the power of intelligence?
- Average amount of wishlists game gets on steam?
- Managing a game server fleet - What open-source solutions are available already?
- The Four Basics of Open World Storytelling
Using Blender to create animated pixel art sprites Posted: 05 Apr 2018 05:07 AM PDT |
Free Game Assets By JuicyGames Posted: 05 Apr 2018 05:36 AM PDT Hi guys :) We recently started creating game assets for mobile game creation. We posted several free packs that we felt might be of use to some people here. We're happy to provide the packs below for free, and we will be posting more over the coming months :
Enjoy ! :) Faustine [link] [comments] |
Posted: 05 Apr 2018 06:35 AM PDT So not long ago, I launched a website for helping game devs/artists/etc. find one another. It had a fairly heavy focus on helping gamers out as well, and while that wasn't all bad, I wanted to shift more towards helping game creators. Yesterday, I crunched some code out and came up with this: Users can now specifically list a game project that they're working on, and what they need help with. For example: If you're looking for an artist, you can list it alongside your game. Or, if you're an artist who is looking, you can search the list of games to find someone that needs your help. I've also opened up these pages to be completely public. This should make them much more useful. Here's the new feature: https://nubbl.com/find/games [link] [comments] |
GDC18: 3 Steps to Becoming a Better Artist by Horia Dociu Posted: 04 Apr 2018 06:58 PM PDT |
Some of the dumbest things you've seen in development? Posted: 05 Apr 2018 12:31 AM PDT What are some of the dumbest things that you've seen in game development? It does not matter if it's art, programming, sound design or what have you! For me... it happens to be a file called "FastUtilities.h" This file is used all over the place at work. Just as it says, it's a bunch of utilities that are surprisingly fast and are cheap on compile time. However, it's written in the C format, and some of the functions aren't clear as to what they do. Because we don't have a written documentation describing the functionality of every function, we depend heavily on comments and properly naming functions. Well... one of the functions I needed to use wasn't exactly clear as to what it does or how to use it. So I finally take a peak at this file, or at least the implementation. What I found was baffling. At the very top of the source file just underneath the copyright header was "Forgive me Heavenly Father, for I have sinned. I have communed with the blasephmous daemons of computer science and have conjured them into the world with pointer black magic and type punning." Just below that, was about 60 different functions all with some heavy type punning that was incredibly unreadable. The naming for the variables weren't much better either as they were often named things like L1, F1, C3simd, etc. One of the functions was a fast array comparison. Which was for a variety of different types. int32s were smashed together so they could be operated on in SIMD. same with 16s, and 8s. Some functions casted things into char*s and did a variety of baffling manipulation to output a correct result. It was just insane. [link] [comments] |
To celebrate Spring, let's code a vibrant sunburst (radial pinwheel) effect in GameMaker Studio Posted: 05 Apr 2018 07:21 AM PDT |
Posted: 05 Apr 2018 07:22 AM PDT |
Posted: 05 Apr 2018 09:21 AM PDT |
Should we be pricing our games higher in general? Posted: 05 Apr 2018 02:15 AM PDT |
Extensive 7DRL postmortem: Creating a new game from my main project Posted: 04 Apr 2018 07:36 PM PDT Well it took an entire week just to write the postmortem itself, but it was fun to document this year's process for the Seven-day Roguelike Challenge! I serialized it over the past few weeks on my blog, but also just published the entire postmortem as a single article on Gamasutra. It's 10,000 words with 45 images and diagrams if you're interested in an in-depth a look at my 7DRL development process and the reasoning behind choices made along the way. It covers everything from planning, UI, mechanics, content and more that went into over 80 hours spent converting one game into another. To give you a quick idea, here's an excerpt of some of the images:
Happy to answer any questions! [link] [comments] |
Posted: 05 Apr 2018 05:32 AM PDT |
How do I stay motivated for the long term? Posted: 05 Apr 2018 06:57 AM PDT I enjoy playing games. Making games and everything to do with it. I am doing a game related uni course and am enjoying it. But my worry is getting some sort of job out of it in the end. It's something I have worried about in the past but I have pushed it out of my mind. I am all to aware of the challenge of getting paid for this kind of job. Half the time I'm determined and the other half I start to doubt there is a job out there at all. Any advice for staying motivated and how to try and get something to live off at some point in my life? My strengths are in game design, level design and 3D modelling environments. Trying to learn more though as best I can like programming etc. [link] [comments] |
Syncing relevant data between client and server for a MORPG Posted: 05 Apr 2018 06:33 AM PDT (Apologies if this has been posted before, it's hard to find if so!) I'm currently working on a top-down MORPG where the player has a "grid" view of 9x9, and they can explore maps that can be up to 200x200. Players are connected to the server via websockets. My server is built on NodeJS and my database is MongoDB. I'm using Colyseus as a framework for the backend/frontend. I have two pain points: spawned mobs and ground items.
Right now, when there is a creature added, removed or an item added or removed, I send the appropriate message to the player with the id and relevant data of what they should add or remove (for those familiar with Colyseus: I do not add these things to the state). However, this means that players have piles of pointless data, especially if there are two players in different quadrants on the map. What I'm looking for is a way to synchronize specific chunks of data with the client efficiently - possibly a service I can introduce. I think the best solution would be to only give players the mobs and items they can see (plus a bit of a buffer, so they aren't always flickering in and out). One thing to note, however, is that players can move around basically instantly, so they can traverse the map fairly quickly, which means fast movement or lots of players could bog down the server if I relied on the game server to do it. What I've done: I have tried using Deepstream before. Basically, I would put the map of items in it, static mob data and volatile mob data (to make updates easier). It kinda worked, but really caused more problems than I'd like (and it's entirely possible I was doing something wrong). What I'm thinking: I think it would be possible to write my own service that sits on a server and is basically a REST API that is queried every time a player moves. I have to imagine that would just tank the database or get overloaded fairly quickly, though. Since this is my first serious attempt at a MORPG, I'd like to try to do as much right as I can to save from fixing it later. Thoughts? Maybe you know of something or have a better idea? [link] [comments] |
Posted: 05 Apr 2018 06:29 AM PDT |
Brazilian gaming market - Profile and importance of localization Posted: 05 Apr 2018 05:48 AM PDT |
How do games deal with different resolution assets? Posted: 05 Apr 2018 05:19 AM PDT I'm porting a 2D mobile game to desktop and want to implement different resolutions like other desktop games. I want to know what do other games to when it comes to low resolution assets? Like, if a game offers 1080p but also 720p, are they shipping two versions of their assets? What about games that offer a ton of resolutions? With some of them even having different aspect ratios? [link] [comments] |
Posted: 05 Apr 2018 08:34 AM PDT My 9 year old is obsessed with fortnite. I'm looking at it as a way to spark some interest in him coding. I'm a developer, but not games, just boring business apps. I'm curious if any game devs have advice on how to connect the dots for kids between basic programming and game development? All thoughts are welcome. [link] [comments] |
Is it easier to program for NES or SNES? Posted: 05 Apr 2018 06:14 AM PDT I want to learn how to program for a old Nintendo System. I know I have to use ASM bur I am just not sure if it is easier to write code for NES or SNES. Programming Background: I am normally writing programs in C# and sometimes in Java. [link] [comments] |
Posted: 04 Apr 2018 06:40 PM PDT When making a game with in game currency to buy items, you would gradually make each item more expensive so that earning currency/purchasing would be paced with the duration of what you think the length of the total game experience will be. Although it would reach a point that if the player kept playing after having bought all the items, that the currency becomes a redundant part of the game. Do you think this is a major problem at all? What if the game is designed to be re-playable, does this still matter or should there be a system to always feed currency into? [link] [comments] |
Is there a way to give a player the power of intelligence? Posted: 05 Apr 2018 08:02 AM PDT I'm working on a project in a multiplayer game that aims to give players various superpowers of their choosing. Most things have proven simple enough (flying, strength, etc.), but neither I nor anyone I'm working with has yet been able to figure out a way to simulate superintelligence. Has anyone done this before? [link] [comments] |
Average amount of wishlists game gets on steam? Posted: 05 Apr 2018 02:02 AM PDT What is an average amount of wishlists unreleased game gets on steam in first month? Mine got ~200, don't know if that is a good sign or not. Sometimes I get only 1-2 wishlists for my game in a day, sometimes 7-9. For my right now it seems kinda low.. [link] [comments] |
Managing a game server fleet - What open-source solutions are available already? Posted: 05 Apr 2018 11:45 AM PDT Hello /r/gamedev, For my multiplayer game I will require quite a few servers as I plan to host dedicated servers myself. While I already figured out on how to programmatically create server instances at the hoster I use and how to use CI to generate builds I was wondering: "How am I going to manage it?" First thought of course: "There is probably something out there." Co-workers suggested using WMI and PowerShell, but I wondered if there is a better solution that could cover these features:
The game / server is made with Unreal Engine 4. I hope someone knows an available solution and would share it. If you don't know any solution, I'd love to hear your suggestions for a software package that solves my problem so I could include them in a possible open-source project (which I would start if I cannot find a suitable solution) Sincerely, Xi4. [link] [comments] |
The Four Basics of Open World Storytelling Posted: 05 Apr 2018 10:54 AM PDT |
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