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    Friday, April 20, 2018

    What should I have to file a DMCA against a game that's using my game?

    What should I have to file a DMCA against a game that's using my game?


    What should I have to file a DMCA against a game that's using my game?

    Posted: 20 Apr 2018 03:32 AM PDT

    I have a free game on itch.io. Come to my surprise its a $1 paid game on Steam. Do I need something specific before I file a DMCA? Do I need a copyright on my game before I do this?

    Thanks in advance.

    • edit more info *

    I assume that the person who posted it on Steam downloaded my free game and posted it to Steam. Its literally the same game. My name is in the credits.

    For all the people suggesting that I have a copyright by it merely existing since I published it, I'm in the US and according to copyright.gov I can copyright computer programs. I assume games would fall into that category.

    submitted by /u/gamedevartist1990
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    Game using a conlang. Difficulty -> amount of language?

    Posted: 20 Apr 2018 06:34 AM PDT

    So I am currently making a game about being lost in a world, which culture and language you do not know and I've had this idea of making the language more prominent according to the selected difficulty level. That means Easy -> everything is in English, Medium -> npcs speak the language and it is written in story texts, etc, Hard -> menus and everything else is also in the language (except maybe the save deletion menu).

    What do you think of that idea? The language would of course be a complete language that you COULD learn and some stuff may be translated on Medium when your character learns the language along the way.

    submitted by /u/Voxl_David
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    Gamasutra - Game Design Deep Dive: Dandara's unique jump-only movement mechanic

    Posted: 20 Apr 2018 06:36 AM PDT

    If you're looking to get inspired, here's my take on it :)

    Posted: 20 Apr 2018 09:44 AM PDT

    Publishers for Adult Games?

    Posted: 20 Apr 2018 12:43 AM PDT

    Does anyone know of any publishers who work with adult-oriented projects? For reference, I've been working on Triple X Tycoon for over four years and it's been a long, long, long search. Seriously though, I've spoken to most of the obvious publishers to some length. I'd be open to almost any scenario at this point. And any references to Patreon can take the low road here, I've been there and done that. The platform doesn't really suit this style of project. Crowdfunding is also off the table. Just the names of any open-minded publishers, no matter how big or small, would be a big help.

    submitted by /u/PornSoftware
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    Is writing 3D support for SFML in C++ viable?

    Posted: 20 Apr 2018 07:51 AM PDT

    I have some ideas for simple primitive-level 3D programs (think 3D cellular automata or planets orbiting around the sun in 3D). However, SFML does not support 3D directly.

    I am not new to programming or 2D graphics, however I am new to 3D graphics. Is writing a library to map 3D primitives to the 2D screen (using a bunch of linear algebra I presume) too much of a hassle? If it is, what do people use for simple 3D graphics?

    submitted by /u/Yajirobe404
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    Render 2D sprites with normal mapping using Blender

    Posted: 20 Apr 2018 12:36 AM PDT

    So is anybody applying to Indiecade after last year's fiasco?

    Posted: 19 Apr 2018 06:46 PM PDT

    Referring to the multiple posts about indiecade not downloading games and that the majority of applicants did not receive feedback (which is something they promise as part of the high entry cost). I personally did not receive any feedback so while I really celebrate the cause and mission of Indiecade it unfortunately left me disappointed with the experience. What are your thoughts on this?

    EDIT: Talking about this post in particular

    submitted by /u/Oxam
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    quadrantica: 3.5 years of dicking around

    Posted: 20 Apr 2018 09:33 AM PDT

    So there's this thing with people who want to make stuff, who will say they want to make stuff, and talk about how they're going to make stuff, for years and years, and they will buy equipment and watch tutorials and do a little bit here and a little bit there... but they never actually make the thing.

    I am one of those people. My previous game was an Android game that I released in 2014, and I spent the past four years talking about how I was going to make a PC game, release it on Steam, and start taking gamedev seriously. And for three and a half of those four years, I did exactly nothing productive. I worked on prototypes and drew out plans and fantasized about the grand worlds and stories that I would make, constantly bouncing around to the next project and next idea thinking "Oh wait THIS will be better! This is the one true great idea". 87.5% of the past four years was spent dicking around without a structured idea, without a plan. I wish I could make some excuse as to how I at least spent the past years learning, but everything I learned, I learned during my full-time job as a programmer - a job where my tasks were structured, planned out, had deadlines, and where there were consequences if I didn't meet those deadlines.

    The hard lesson that I had to learn over those three and a half wasted years is that aimlessly working into the void is the fastest way to get nothing done but still make yourself feel pressured to constantly have to "work". I put "work" in quotation marks because a lot of time spent "working" was spending half an hour in Maya or Visual Studio, and then another three ours on the internet because I had no direction or real ideas of what I had to do. The entirety of whatever game idea I was working on that week would feel monstrous, and I would spend hours just trying to figure out where to start working. I would feel anxious when I wasn't at my desk, because I felt like I was wasting time being away from "work", even though my "work" of the past years had produced nothing worthwhile.

    My partner and I had talked every now and then about how she was frustrated that nothing ever seemed to come of my "work". "I can't take your ambition to make games seriously because you're not taking it seriously" were the words I was told last year that made me realize that something had to change.

    I had been working on the game "quadrantica" in one form or another since late 2016. A simple concept, a game that realistically shouldn't take 1.5 years, ended up taking all of 2017 and the first quarter of 2018. The game went through multiple thematic ideas - at one point it was supposed to be a scifi story about melding minds with other people, at another it was a game about witches and the puzzles were going to be magic spells, and each time I started down another path it was back to square one. The mechanics for the game had been in place since December 2016, but it wasn't until August of 2017 that I decided that I needed to finally finish this game. It wouldn't have a grand story, it wouldn't have some deep message, but it would be a complete and released PC game. The goal was not to make tons of money, the goal was to finish a project that was bigger than my previous small Android games.

    So I scrapped all ideas about stories and characters and focused on making polished abstract visuals and nice sounds and music. "Crunchy noises" was the vision behind the sound design. And so I still worked without a schedule or plan for the rest of 2017. In December, when we had the talk, I finally realized that I would still be working on the game for another 1.5 years if I didn't give myself a deadline. So, I took an excel sheet, planned out everything that needed to be done for the game, scheduled it to be done by the end of January, and set my release date for the middle of March. With my excel task sheet in hand, I went to work.

    I made more progress in the month of January than I had in the entire previous 3.5 years combined. I made more levels, puzzles, and added more polish to the graphics than ever before. I sat down to work every day, and made it a point to scratch something off the list every single day, without exception. Even if it was just adding a button, that button would be completed, and marked "done" on the list. As time went on, the list full of red "Not started" cells started to be replaced by a growing field of green "done" cells. The game was finally taking shape, and even though my plan to have everything done by the end of January was way too optimistic (there were some technical problems that took more time than anticipated, as well as some illness and a move to a new apartment), by the end of March I had completed the game. Over 3 years of wasting time, and a quick 4 month sprint to finally finish a game that I had been working on for over a year, ending my four-year streak of not releasing anything.

    I did no marketing, outside of some cheap experiments with social media ads (don't do this, waste of money) and some keys sent to about a dozen steam curators, and as expected the game has performed poorly sales-wise. But: This is not an Indiepocalypse post, complaining that I made no money on my game that nobody knew about, because the goal of this game was not to make tons of money, or to even make any money at all. The goal was to finish a polished PC game on my own, that I would feel okay putting a pricetag on (my previous games were free), and in that regard I have absolutely succeeded - with caveats:

    This game took way too long, but at least I have identified what was wrong with my previous approached. This might seem like a no-brainer to everybody else, but it was a very difficult lesson for me to learn. Part of the problem with my creative process was trying too hard to get it perfect the first time. I wanted it to be awesome, amazing, inspiring, all of these things - when in reality I was like a teenager who learns three chords on a guitar, and then tries to write a symphony. I had and still have so much to learn about the process of developing a piece of software from concept to release on my own (it's very different than doing it in a workplace environment), so much about how to not just make a game, but develop an interesting concept and make it into an engaging experience, and how to get what I'm doing across to other people.

    Before I start my next game I'm going to take a while to really plan out what I want to do and the timeline I want to accomplish it in. I'm going to make a plan for everything I encountered during development that I just had to wing because I hadn't thought about it before (like how to end the game!). If it takes another four years for me to release my next game, I want it to be a game worthy of the time it took to create. I never want to look back and feel like I wasted my time again.

    Thank you for reading!

    submitted by /u/cerebraldivision
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    Feedback Friday #285 - New Beginnings

    Posted: 19 Apr 2018 08:04 PM PDT

    FEEDBACK FRIDAY #285

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    Testing services: Roast My Game (Web and Computer Games, feedback from developers and players)

    iBetaTest (iOS)

    and Indie Insights (livestream feedback)

    Promotional services: Alpha Beta Gamer (All platforms)

    submitted by /u/Sexual_Lettuce
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    Wrote a post about the pain of upgrading our project to Unity 2018, the Lightweight Pipeline and performance improvements.

    Posted: 20 Apr 2018 06:24 AM PDT

    Awesome talk on leveraging conversion & ARPPU in F2P games by Teut Weidemann

    Posted: 20 Apr 2018 08:20 AM PDT

    Best Password Management solutions?

    Posted: 20 Apr 2018 12:01 PM PDT

    I'm spending too much time finding, remembering or retrieving passwords. Wondering if anyone is interested in sharing password management systems or apps you might recommend?

    Any thoughts on the services like 1Password? Worth the cost?

    Would love to hear any suggestions or recommendations. Much appreciated!

    submitted by /u/oppositelockgames
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    How to Beat a Dead Horse

    Posted: 20 Apr 2018 10:57 AM PDT

    Basic game information: 80's style RPG taking inspiration from Ultima 4, Dragon Quest (NES), early Final Fantasy trilogy (1, 2, 3 for NES).

    The additional features we have been working on bring a lot of fresh concepts to the table, but we're looking for ways to make the core gameplay of this genre more interesting, which in this case is exploring a 2D top-down world map, dungeon delving, and turn-based combat. Specifically looking at the turn-based RPG battle system, it's a well-trod path, and I'm at a brick wall on how to reinvent the wheel here, or just leave it as-is. Which I'm hesitant to do, as the players will spend much of their time with it, and if it falls flat, the other features can't and won't make up for it.

    I have obvious bases covered, like tricky enemy types and groupings, field/spell effects, a customizable class system, interesting weapons and armour. But those all just feel like a coat of paint on a hundred-year-old machine.

    Any advice on if I'm looking at this problem the wrong way, or any ideas about an interesting perspective?

    submitted by /u/ZWeakley
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    The juicy mathematics and (not-so-obvious) applications of springs in game making, a lecture

    Posted: 20 Apr 2018 10:43 AM PDT

    Empowering New Game Experiences with New Tech

    Posted: 20 Apr 2018 09:59 AM PDT

    Hey folks,

    If you're working on a multiplayer game and want to learn more about GameLift, check out the upcoming webinar with Gamasutra, Empowering New Game Experiences with New Tech.


    Details

    Date: Wed, 25 April 2018

    Time: 6:30 PM – 9:30 PM EDT


    Location

    GamePlay Space / L'Espace Ludique

    1435 St Alexandre #140

    Montreal, QC H3A 2G4

    Canada

    Map Link


    Registration: https://www.eventbrite.ca/e/empowering-new-game-experiences-with-new-tech-tickets-45219526822

    submitted by /u/Amonster_LMBR
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    Environment Production: Grid, Modular Assets, Decals

    Posted: 20 Apr 2018 09:46 AM PDT

    God of War Review Reaction Video from Director Cory Barlog

    Posted: 20 Apr 2018 09:10 AM PDT

    Suggestions for 2D game engines aimed at those who have difficulty understanding programming (like artists)?

    Posted: 20 Apr 2018 08:52 AM PDT

    I'm been trying to learn C# (for Unity) for months now but I can't really "get it" (at least concepts outside of the basics like if statements) nor do I have large blocks of time to really get immersed in the subject. I'm not going to quit trying to learn, but I wonder what recommendations folks here might have for 2D engines for those who have a hard time with programming? I'm currently trying Gamesalad.

    submitted by /u/shoutout_to_burritos
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    Changes in Independent Videogames Development: University Project Survey

    Posted: 20 Apr 2018 08:51 AM PDT

    Hello r/gamdev, I'm Alex, a university student doing a project on the significant changes in videogames development since 2010, and am hoping to get perspective from people who are working in the industry.

    I have an anoymous Google forms survey [here](https://docs.google.com/forms/d/e/1FAIpQLSctA2wmVDTREJe4Q7gdH1KgAtucR3X_jtFbKshMzfPA2h3UKQ/viewform?usp=sf_link) that should only take five minutes of your time, and am looking for anyone willing to do a quick Skype/ Discord interview based on any experience you had in larger studios and any changes you have noticed throughout your career.

    Many thanks to anyone who participates, and I will be releasing an update post with results once the project has been graded.

    submitted by /u/Alex_theStudent
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    How to Create a Regressive Counter in GameMaker Studio

    Posted: 20 Apr 2018 08:40 AM PDT

    A Mechanical Review of The Witchwood (Hearthstone)

    Posted: 20 Apr 2018 03:52 AM PDT

    Zack Johnson on Twitter: Design Doc for West of Loathing! Well worth a read

    Posted: 20 Apr 2018 07:17 AM PDT

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