How Great Games Beat The Grind |
- How Great Games Beat The Grind
- Anyone else get addicted to their own game?
- Dispelling GDPR myths: no need to spam your mailing list with re-consent!
- Buying 3D assets
- What makes Fortnite so popular amongst casual gamers? What has this game done to tap into such a huge user base, where other games have failed to do so?
- Google Play Instant leaves closed beta, now open to all gamedevs
- ‘It’s very David and Goliath’: Inside the growing effort to unionize video game developers
- Game Audio Analysis - Episode 5: Five Awesome Examples
- Help us with gamedev knowledge sharing!
- Curated lists of lectures from game conferences on business, marketing, and more
- Monogame.net seems down, how to install it?
- Does anyone know a good tutorial for how to 3D model game-friendly hair?
- How to make a "fair" online shooter.
- What do you think of Python?
- What sort of skills should I expect from a 3D Artist?
- Can i have some tips on how to be a good game director?
- Looking back on the development of Uncharted 4
- How the QUBE 2 devs built a better massive 3D puzzle labyrinth
- Is this the end of Ads for mobile games?
- How difficult should arcade games be?
- This is why I use SDL2
- Thanks to all your feedbacks and advices, I've been able to add cool features in "3 seconds". The graphics are still very poor but the gameplay is getting better. I will provide a link in tomorrow FeedbackFriday thread. Thank you everyone.
- I want to make a game for my Raspberry Pi, how do I get started?
- Programming Techniques to add to bullet hell?
How Great Games Beat The Grind Posted: 10 May 2018 06:06 AM PDT |
Anyone else get addicted to their own game? Posted: 10 May 2018 03:01 AM PDT I've been building my game app for about 4 months and all the time playing it and refining it here and there, but the core/bare bones of the game was built in probably less than two weeks. The rest of the time has been spent on other things like learning how to use phonegap and create signing keys etc. All the while I've been playing the bare bones game I made. For the last 6 weeks or so I've been playing for a couple of hours a day. It's an incredibly simple game and I just get lost in it. Anyone else do this with their own creations or are you sick of your game by the time you're ready to launch? [link] [comments] |
Dispelling GDPR myths: no need to spam your mailing list with re-consent! Posted: 10 May 2018 04:34 AM PDT From the UK's official GDPR-enforcing body, the ICO: https://iconewsblog.org.uk/2018/05/09/raising-the-bar-consent-under-the-gdpr/ "Some of the myths we've heard are, "GDPR means I won't be able to send my newsletter out anymore" or "GDPR says I'll need to get fresh consent for everything I do." I can say categorically that these are wrong, but if misinformation is still being packaged as the truth, I need to bust another myth. Myth #9 We have to get fresh consent from all our customers to comply with the GDPR." [link] [comments] |
Posted: 10 May 2018 06:16 AM PDT I'm a newbie in Game Development so I don't know many insights of it, but I have noticed that not many developers buy 3d models, even if it's a lot cheaper. I consider buying a few items, so I need other opinions. So why do some people avoid using purchased assets in games? [link] [comments] |
Posted: 10 May 2018 11:40 AM PDT I wanted to pose this question in the game dev sub, because I actually wanted some thought out answers from a designers/developers perspective. I have not played the game. I know it's a free to play battle royal title with a base crafting system. What made this game so damn popular amongst the casual crowd? Was it strictly the free to play model? The art style? Gameplay? Did it piggy back off of PUBG's success? I don't want to make any loaded assumptions without first asking what you all thought of the phenomenon. It's something I've never seen before in gaming, and as someone just starting their career in the industry, I'm excited, yet cautious as to where this will take us. [link] [comments] |
Google Play Instant leaves closed beta, now open to all gamedevs Posted: 09 May 2018 09:28 PM PDT |
‘It’s very David and Goliath’: Inside the growing effort to unionize video game developers Posted: 09 May 2018 01:29 PM PDT |
Game Audio Analysis - Episode 5: Five Awesome Examples Posted: 10 May 2018 10:23 AM PDT Hey everyone! I hope your week is going well. I just posted a new Game Audio Analysis video. I thought some of you may enjoy it and I'd be curious to hear your feedback! [link] [comments] |
Help us with gamedev knowledge sharing! Posted: 10 May 2018 07:42 AM PDT Hi there! Game Industry Conference - the biggest gamedev event in Central&Eastern Europe just opened the call for speakers. We are proud that we are different from most of other events. What is most important for us is the quality of the talks. We want hardcore, advanced ones, not the basic "how to make your first game" or "my life story in 15 slides". We don't have sales pitches or sponsored talks! We want to really teach game developers how to make great games. We also don't hide behind a paywall, you can attend the talks even for around 8 dollars a day. And soon we will announce various options for scholarships to attend absolutely cost-free (or almost cost-free). Our goal is the growth of the community! This is how our program looked last year: https://gic.gd/agenda-2017/ If you are interested in sharing your knowledge, check this out: https://gic.gd/speakers-submission/ Also more info here: https://gic.gd [link] [comments] |
Curated lists of lectures from game conferences on business, marketing, and more Posted: 10 May 2018 09:08 AM PDT Hi all, My firm has been working on putting together some free resources for developers and one of the first things we've done are curated lists of conference lectures on YouTube. There is a lot of content out there so finding the good stuff is sometimes hare. These lists are growing as we have time to review content and add them to the list so none of them are "done". Below I've posted a link to each playlist and listed some of the videos in each. We try to keep the lectures recent (last two years) unless something is just evergreen. I hope these help and if there's one we missed let me know. Like I said, we're updating them as we get time and we're certainly not finished.
Now, if you've gotten this far I'll add a shameless plug. We've started a new talk show on Twitch focusing on the business, marketing, and licensing side of the industry. We go live every Thursday at 3:30 EDT / 19:30 GMT. Check it out if you're interested. [link] [comments] |
Monogame.net seems down, how to install it? Posted: 10 May 2018 06:14 AM PDT So, I've been trying to install Monogame for a couple of days now, but the website (monogame.net) seems to be down. Got the source code from GitHub but I can't seem to be able to install it into my system. I'm trying to figure out how to get it working so I can follow some tutorials. Maybe I could add it as NuGet packages, but still the VS template is missing so it's harder to follow track of the tutorials that assume you start from the template. Any ideas? Thanks [link] [comments] |
Does anyone know a good tutorial for how to 3D model game-friendly hair? Posted: 10 May 2018 02:13 AM PDT It's not as much the modeling part, but the texturing part I'm looking for. I have no idea how to begin UV mapping a hair object. I found one tutorial for a game-ready hair on YouTube, but it only showcases an addon. Is an addon recommended for this anyway? [link] [comments] |
How to make a "fair" online shooter. Posted: 10 May 2018 01:13 AM PDT I have a multiplayer shooter game, in which, just like other shooters, there are new players who are playing a match for the first time and there are experienced players (who also have managed to unlock the most powerful guns which give them a one shot kill). The problem is this unfairness, when a new player who barely has any skills and a simple gun is put against an experienced guy, who also has a powerful gun. Rage-quits and not a fun experience. I believe there are people who have made and played more games than me and there must be solutions to this problem already being used, among which I am aware of these two: 1) Matching players with players that are at the same skill level (not always possible, and hence WILL result in bad gameplay experience for many). 2) Make all weapons just the same power. But that is boring. I would like to know how to approach this as I clearly feel there is something which I am missing here. [link] [comments] |
Posted: 10 May 2018 12:12 PM PDT It's the only one language I know pretty well but I don't really know anything about game dev. I wanted to build a game (nothing big really, a simple 2d game). Should I use Python for it or do I learn another language like C++ or Java? I'm not sure because I've read a lot of comments that python is reaaally slow for those kinds of things [link] [comments] |
What sort of skills should I expect from a 3D Artist? Posted: 10 May 2018 12:04 PM PDT For my game I have been in desperate need of 3D models. I am a programmer and have been developing my game by myself for a while using Unity and so I am unfamiliar with the process of working with others to get the assets necessary to make a complete game aside from purchasing them from the asset store. I looked into what an ideal game dev team consisted of and it mentioned a dedicated Artist is crucial; however I am unsure as to what to expect from someone if I were to hire them to be an Artist for my studio. I'd imagine I would expect them to be able to create decent models and decent textures to apply to those models. [link] [comments] |
Can i have some tips on how to be a good game director? Posted: 10 May 2018 11:54 AM PDT I am working on a game and would like advice. This is my first game and I don't want any of my teammates hating me or my work ethic. And maybe also some best practices for being a game director and other general tips. [link] [comments] |
Looking back on the development of Uncharted 4 Posted: 10 May 2018 11:49 AM PDT |
How the QUBE 2 devs built a better massive 3D puzzle labyrinth Posted: 10 May 2018 11:45 AM PDT |
Is this the end of Ads for mobile games? Posted: 10 May 2018 05:27 AM PDT The GDPR requires that your user needs to accept the "user agreement" for showing ads, even if they are non-targeted. But the scary part is that you can't just limit that to Europe. Since the users can travel abroad, you need to make your "agreement" screen appear regardless of location. But if you make that available worldwide, chances are you will lose like 90% (or more) of your monetization, since almost all users will decline that, and YOU CAN'T close your app if they do, because this is against the GDPR aswell. What am I missing here? As a new and unexperienced dev, I'm totally lost about releasing my first game... EDIT: Seems like some companies will block all EU users. Where will this end? [link] [comments] |
How difficult should arcade games be? Posted: 10 May 2018 05:25 AM PDT As a game developer I've found it really hard to find the right difficulty level for my games because as a gamer I've always been really good at mastering a game quick and so if it's too easy for too long, I will quit if I cant skip the easy parts. Also, due to playing games competitively, all my gamer friends are also really good gamers, and so when I have them beta test my games they are always too easy for them as well. However, I've seen the general consensus on my recently released game is that it's still way too hard and that seems to be causing a low retention rate. So it's too easy for the best players, but too hard for the majority... So, going forward to my next game, how can I find the right difficulty level? Are most players expecting extremely easy games? [link] [comments] |
Posted: 09 May 2018 02:36 PM PDT |
Posted: 10 May 2018 10:49 AM PDT It seems that the bot doesn't want to let me publish the link of the game on kongregate nor a screenshot of it. Anyway, here's a list of what has been added to the game: - slowly moving turtles - heavy rocks - 9 levels - better visual effects - spinning blades - life (time) bar - negative clocks - Multiple clocks at the same place followed by a "drought" zone - and of course, the ghost mode :) [link] [comments] |
I want to make a game for my Raspberry Pi, how do I get started? Posted: 10 May 2018 10:28 AM PDT I have a Raspberry Pi, and I have toyed around with it setting up some emulators and such for it. I figured it would be fun to try and get my own game running on it. Any resources on how to get started doing this? I'd like to use C/C++ but Python would work too I suppose. [link] [comments] |
Programming Techniques to add to bullet hell? Posted: 09 May 2018 08:26 PM PDT Hello, I decided to make a bullet hell for my Unity portfolio, and I'm making decent progress. I currently have object pooling, quad-trees, projectile emitters, and sin / cos attacks. What are other features & programming techniques that I can add to the game and show code snippets of? [link] [comments] |
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