Do you all remember what 100 lines of code felt like when you first started programming games? |
- Do you all remember what 100 lines of code felt like when you first started programming games?
- My (Free) PC Game was mentioned in a print magazine. Is there anything I could do to leverage this further?
- Unusual approach to making a trailer (DARQ)
- Why is it so hard to animate armor?
- How do you add vertical depth to a top down game?
- Raymarched 3D Fractals - Open Source (U3D)
- Good books or other resources on how to manage a team?
- Where can I get gamedev legal stuff?
- Want to get started in lighting but don't know how.
- Unity2d top-down staircase problem.
- would you know what a creative test for a game design program entails?
- Anybody know of (or are themselves) indie developers who are developing large-scale RPG games?
- Free to use Music for your Projects
- Hi, need help with price formula for Upgrades x10 and so on
- Suggestions for Simple Adventure Party Turn-Based Battle Encounters
- Help transitioning from government to game industry (1 year exp)
- Best way to get keyboard input on Windows for games?
- Unity Free Casual Game Audio SFX Asset
- What would be a good language/engine to learn for my friend and I who want to make games together but don't have much time?
- I just wanted to give a shout-out to Sharp Accent Tutorials [x-post from r/Unity3D]
- I want to learn how to make games
- Marketing 101 tips?
- What are the easiest 2d game genre to make?
Do you all remember what 100 lines of code felt like when you first started programming games? Posted: 30 May 2018 10:24 PM PDT I remember when I first started, 100 lines was like a huge mountain, but now I completely shit all over it inside a "attach a script" engine like Unity where the engine handles most of the lines of code (You might wanna times it by 5 at least inside a natively supported framework). What was 100 lines of code first felt like to you when you first started making games? [link] [comments] |
Posted: 31 May 2018 02:16 AM PDT I developed a game that has received some (relative) success for me on the various places it is available. It was mentioned in a print games magazine in the UK; simply named and briefly described. Now the game is free, but I am in the early stages of developing a prequel/sequel to the game that could potentially be sold for a fee. How do you guys think I should take advantage of this minor "press coverage"? And is there any way I could leverage contact with this magazine for my future benefit - or is that too presumptive/slimy? [link] [comments] |
Unusual approach to making a trailer (DARQ) Posted: 30 May 2018 11:16 PM PDT I just posted a new trailer for DARQ, the game I've been developing for over 2 years. The way I approached this trailer is pretty unique, so apart from simply sharing the link, I wanted to share with you behind the scenes and my approach. STEP 1 - ESTABLISHING THE RHYTHM OF THE TRAILER Being a professional composer, I wanted to create a trailer that is centered around music, or rather, rhythm. Usually trailers are edited to music, but I wanted to take it one step further, and actually record game footage to music. So it was essential to start with the score. I decided to base the whole track off of the sound of breathing. I asked my voice actor to record rhythmical breathing patterns and then proceeded to create an ongoing loop of it that repeats throughout the entire track. STEP 2 - CAPTURING FOOTAGE Armed with the breathing loop and my headphones, I proceeded to capture some exciting footage from the game. When capturing the game, I made sure to disable music and most of the sound design and only capture the sounds of footsteps and other interactable objects. While hearing the rhythm of the breathing in my headphones, I made sure to play the game to the tempo of my breathing loop. Thus, the way the character walks and performs various activities always lines up with the breathing pattern. STEP 3 - WRITING MUSIC When writing music, it was important to me to leave a lot of sonic room for the sound design to be heard, especially in the first half of the trailer. Hence, the music is structured in such a way that each hit / sting is followed by silence of the same length. This approach allows us to have both music and sound effects heard equally well. The idea was to have sound effects (such as footsteps) take over and continue the rhythm established by music and breathing. This way, sound effects become an integral part of the score and are used in a musical way. STEP 4 - EDITING With the footage recorded to the rhythm of breathing and music written, it was relatively simple to put together a cut of the trailer. Shots become shorter and shorter as the trailer progresses, which creates excitement and build-up. The cut of the trailer is of course also done to the rhythm of music. New shots come in on the down-beat in each bar, cuts to black or new shots come in on the up-beat. Hope you find this approach interesting. I think there's much fun to be had in not only editing to music but also capturing footage with the rhythm in mind. [link] [comments] |
Why is it so hard to animate armor? Posted: 31 May 2018 02:45 AM PDT I am not a game dev, just an ordinary programmer, but this question has always bothered me: Why does it seem so hard to animate armor in video games so that it doesn't bend like rubber? I especially mean stiff pieces like chestplates. Is there really no way to do it correctly? Are there any games that don't make it looking like it's made of rubber? All the games I've played - i.e. Kingdom Come Deliverance, the Witcher, Skyrim, Mount & Blade, don't seem to have a correct animation of armour. Could someone describe why is it so hard or why noone seems to do it properly? [link] [comments] |
How do you add vertical depth to a top down game? Posted: 31 May 2018 04:11 AM PDT And by top down I mean 3/4 perspective. I don't expect definitive answers as I understand that the very nature of a top down perspective makes it very hard (perhaps near impossible) to achieve visual or functional depth, but I was just curious. [link] [comments] |
Raymarched 3D Fractals - Open Source (U3D) Posted: 31 May 2018 03:44 AM PDT |
Good books or other resources on how to manage a team? Posted: 31 May 2018 06:46 AM PDT I'm a solo developer right now but plan to, if all goes well, start a team in the future. Alot of the books I have read have talked about what to expect in the game industry as a developer and or game designer but I can't find any good books on how to manage and structure a team made up of artists, modelers, programmers, and etc. Do you guys have any recommendations? [link] [comments] |
Where can I get gamedev legal stuff? Posted: 30 May 2018 11:25 PM PDT Outside of VideoGameAttorney (he's super busy). Anyone worked with any other lawyers for contracts and legal advice? Can you point me their way? I need to get some contracts drafted. Thanks! [link] [comments] |
Want to get started in lighting but don't know how. Posted: 31 May 2018 07:48 AM PDT What's the easiest way I could get started in lighting? I've tried searching for video tutorials but came up empty-handed when it came to beginner's guides. There doesn't seem to be a whole lot of information for beginners to get into lighting. What programs should I use? I heard blender was a good option for beginners since it's free but does it have the proper tools for lighting as would a more expensive program? What to light? You obviously need a scene/environment in order to light it but what if you don't know how to create nice environments? Do all lighting artists start off learning to model environments, etc? Any books I could read / guides? I've been listening to podcasts on YouTube from senior lighting artists and that's great and all but it doesn't really help a beginner all that much, especially if it's their first time diving into this field. Thanks for reading :) [link] [comments] |
Unity2d top-down staircase problem. Posted: 31 May 2018 09:57 AM PDT Hi, I am newbie. I have no idea of how to make stairs like in Hyper light drifter. What I mean is when stairs lead right and down and wneh you press right it automatically makes you go right and down. And when you press left it makes you go left and up. Script that I already did: using System.Collections; using System.Collections.Generic; using UnityEngine; public class playerController : MonoBehaviour { public float moveSpeed; private Animator anim; private Rigidbody2D myRigidbody; private bool playerMoving; private Vector2 lastMove; // Use this for initialization void Start () { anim = GetComponent<Animator>(); myRigidbody = GetComponent<Rigidbody2D>(); } // Update is called once per frame void Update() { } } [link] [comments] |
would you know what a creative test for a game design program entails? Posted: 31 May 2018 11:41 AM PDT going for an three hour interview for a position at game design program. There will be a creative test and would highly appreciate input on what this could entail and how I could best prepare? [link] [comments] |
Anybody know of (or are themselves) indie developers who are developing large-scale RPG games? Posted: 30 May 2018 11:08 PM PDT Pretty much exactly what the title says. [link] [comments] |
Free to use Music for your Projects Posted: 31 May 2018 12:08 PM PDT Your friendly neighbourhood music producer is here with some free to use music for your projects. Free to use music for Game Development, Creative Commons 4. Tracks: If you are still looking for more, check out my full free to use Audio Library: https://www.youtube.com/c/GravitySound Cheers! [link] [comments] |
Hi, need help with price formula for Upgrades x10 and so on Posted: 31 May 2018 11:27 AM PDT Hi, I am not the best programmer or mathematician, but I am trying to program an idle game to practice (and to maybe be able to publish it). Now my question is, if there is a better way to calculate like x10 upgrade costs other than just making a for loop that just adds the costs for the next 10 upgrades, as it seems to be quiet a lot of operations. [link] [comments] |
Suggestions for Simple Adventure Party Turn-Based Battle Encounters Posted: 31 May 2018 11:12 AM PDT I'm currently working on a prototype for a game that has a minigame similar to the original Bard's Tale games. If that doesn't ring a bell, imagine a first-person turn-based game with party of four roaming around in a dungeon and fighting bad stuff. This is a prototype and for a minigame only so I'm not going to put a huge amount of effort into it as of now. I'm looking for inspiration for a simple implementation of random battle encounters. I think the Bard's Tale system works but I'd like to explore other and possibly/hopefully simpler mechanics. I want something turn-based, simple (no intricate characters/abilities), and that I can implement in an afternoon (as a seasoned developer) to prove the concept. Do you have any suggestions of what this might be? [link] [comments] |
Help transitioning from government to game industry (1 year exp) Posted: 31 May 2018 10:26 AM PDT Hi everyone, hope everyone is having a great day. I'm in a career conundrum right now. I graduated in 2016 in CS. I've been a city government programmer my whole career (Los Angeles). In a year, I went from $57k to $88k. My new salary is nice, but I'm pretty miserable for a lot of reasons. I feel my brain is rotting away here. I have no passion for what I do anymore. What is the fastest way to get into game industry in my case? I'm primarily a Java programmer. Everything about my C++ skills are very rusty, but when I was in school, it was my favorite language. As far as projects go, I have made some simple 2D games during school using LibGDX, but not much else. Out of school, I had callbacks from some game companies (Insomniac, ROBLOX, Sanzaru), but did not do well enough on the interviews for various reasons. My current plan is to brush up on C++, and maybe make some Unreal projects on the side. What do you guys think? Is it hard for a government worker to get a game dev job? [link] [comments] |
Best way to get keyboard input on Windows for games? Posted: 31 May 2018 10:24 AM PDT What is the best way to get keyboard input on Windows for games? I have used WM_KEYDOWN in the message loop but there is always a delay after the first press, and it only sends out the message at fixed times instead of every loop. MSDN says to use DirectInput, apparently it is deprecated. Is this still true? What can I use that doesn't have the fixed key press rate? [link] [comments] |
Unity Free Casual Game Audio SFX Asset Posted: 31 May 2018 04:25 AM PDT |
Posted: 31 May 2018 09:50 AM PDT Title says it all pretty much, we have always wanted to make games together however he has a full time job and I have part time job and part time school. We've thrown ideas back and forth but nothing's stuck, it seems like with time we get less motivated to do it. What should I use if I want us to achieve our dream? Something with decently good flexibility, good tutorials available (this is key), and doesn't require you to spend a lot of time learning a programming language for it. Any ideas? I just worry if this goal takes too long life will sweep us up and we won't have any time to accomplish this goal. Edit: I should add that I have a programming and art background, I'm going to school for computer science and am currently learning JavaScript and Python. As for art background, I have basic experience with pixel art programs and moderate experience with photoshop, and I 've done art all my life. My friend is better with logic based subjects so he'd be better at the math aspect of making games. [link] [comments] |
I just wanted to give a shout-out to Sharp Accent Tutorials [x-post from r/Unity3D] Posted: 30 May 2018 06:08 PM PDT There are a lot of wonderful, free Unity resources out there that get talked about a lot (Ray Wenderlich, Catlike Coding, and Makin' Stuff Look Good in Unity are a few that come to mind). However I was looking for a very specific type of tutorial recently, and I found a truly mind-blowing resource that I had never even heard of before: Sharp Accent Tutorials. These things are absolutely bonkers, ranging anywhere from 6 to 113 videos, and they essentially walk you through making a AAA-style game from scratch. And what's nuts is they're all completely free. You do have to pay to access the source files, but as someone who loves to learn by tearing into source code it's 100% worth it for me. Anyways, sorry if this sounds like I'm shilling for the guy, but I legitimately just discovered this resource, and I wanted to make sure other people knew about it too! [link] [comments] |
I want to learn how to make games Posted: 31 May 2018 09:12 AM PDT I want to create a videogame, but I know nothing that goes into making one. Do you all have any suggestions in regards to books are websites that could help me? Do I also need to have a game engine picked out to put the work to practice? I don't know what I'm doing, all I know though is that I wanna make a game. Thank you for the help [link] [comments] |
Posted: 31 May 2018 09:09 AM PDT Marketing mobile games is hard these days. It's like a ocean in the play store with thousands of games. It's usually tough to get noticed in that mass crowd. So, how do you guys market your mobile game? [link] [comments] |
What are the easiest 2d game genre to make? Posted: 31 May 2018 09:04 AM PDT I want to make a game but I am confused that which genre is best for beginning for starting the development. Please also order the list from easy to hard so I can focus on which genre is tough to make or easy to make and sorry for my bad English [link] [comments] |
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