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    Sunday, June 3, 2018

    A company with a trademarked name wants my app store name

    A company with a trademarked name wants my app store name


    A company with a trademarked name wants my app store name

    Posted: 03 Jun 2018 07:15 AM PDT

    Hi there,

    I recently got an email from the app store including a personal email written to me about the same subject. A company (let's call it company A) wants my App Name (Let's call it App A). The app is a mobile game and the company seems to be a security business of the same name.

    I have this app for about 5 years now (and for 5 years no one has bat an eye) and pay for it every year. I am curious if I am legally obliged to comply with this matter.

    For now, they just asked me personally. If needed, I can PM you with more information. Thanks!

    submitted by /u/peterwilli
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    Why do devs go with one platform instead of all?

    Posted: 02 Jun 2018 10:57 PM PDT

    I know some games have exclusive contracts with others to host their games, but what are other reasons why big and/or small companies choose to go for, like, xbox over ps4 or console over pc. Its always been something I thought about in the back of my head mainly because i have been wanting to play a lot of PS4 exclusives lately and I lack the PS4. Also, (aspiring to) go into the game industry i should get some knowledge about these things.

    submitted by /u/PhionexRising
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    Any legality issues with recreating a real world city for a game?

    Posted: 03 Jun 2018 10:21 AM PDT

    I want to recreate Chernobyl but I'm worried about possible legal issues with the Ukrainian government. Is this a stupid thing to worry about or could there be serious consequences? Cheers.

    submitted by /u/KangoBangoBongo
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    Any non-expensive procedural/modular model generator?

    Posted: 03 Jun 2018 05:42 AM PDT

    I'm looking for a tool, that will allow me to make modular geometry, that is easy to manipulate and change, without worrying about connecting vertices, correcting UVs and cloning same objects hundreds times.

    Houdini has systems like this, but this program is not cheap. I'm looking for something that is more affordable for me.

    submitted by /u/Rytelier
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    Starting a game development company

    Posted: 03 Jun 2018 08:38 AM PDT

    I had some flashbacks about starting a game development company, but things get quickly a bit "complicated" from a financial perspective. The idea is, that when going start-up route, that the personal income shouldn't be much lower than the income in a 9-5 software developer job.

    Assume that a software developer salary is 100kUSD gross (=before tax) and that there are 3 software developers who would like to team up and form a game development start-up company. There would be two titles released per year, on a Steam platform.Instead of smart phone market I say Steam, because the latter is bit less risky than smart phone stuff (over-saturated market, hard to get exposure without having established name, and at the same time as complex development as for desktop apps). There would be 20000 sales per title (not sure if this too optimistic, but apparently it's very close to median sales on steam platform). Price per game would be 5 bucks (apparently that's a reasonable price range for 2D bullshit content-light casual game). Further, there would be 30% fee from sales on Steam, and say, 30% of corporate tax and other law-abiding stuff.

    The calculation for 1 year time frame:

    • sold units per released title = 20,000 USD
    • price per sold unit = 5 USD
    • games released per year = 2

    total revenue generated in a year: 20,000 * 2 * 5 = 200,000 USD

    Out of this, steam eats 30%, and another 30% for corporate taxes and other law-abiding stuff. So, 200,000 * 0.7 * 0.7= 98,000USD of yearly generated capital.

    Assuming the company is "social" and everybody gets the same, for a team of 3 developers that's 200,000 / 3 = 32,667USD of yearly gross salary per developer, accordingly to mentioned scenario. This is much lower in comparison to a salary in 9-5 software job (100kUSD). And the developer salary could be even lower, as I might have described an optimistic rather than pessimistic or realistic scenario.

    submitted by /u/StrikingTaro
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    Can I make games using only Unity/C# or should I learn C++?

    Posted: 03 Jun 2018 02:40 AM PDT

    Hey everyone, so basically my dilemma is deciding between learning Unity/C# or C++. I'm mainly interested in making mobile games. This will also be a solo venture. I have knowledge in HTML, CSS, JavaScript and currently a freelance web designer. I also have a Fine Art and Graphic Design background.

    My problem is, is it necessary to learn C++? I know it will take years before I'm comfortable with this hard language and even then will I be able to make games? I don't mind spending a couple years learning the language and eventually taking more time to build something. I was already set on learning it. Or am I better off sticking with Unity and deploying my ideas out quicker? Will I run into problems with Unity vs using C++?

    My games won't be crazy complicated. Think of something like Angry Birds and Temple Run. If these will be possible to make in C++ for 1 person is it worth learning the language over Unity?

    submitted by /u/RatPack89
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    Where can I find resources to learn to create bigger projects/games

    Posted: 03 Jun 2018 04:48 AM PDT

    Wall of text, please bear with me.

    Hello, I'm at a stage where I want to advance from creating small projects and having a small/strict scope in relation to my projects and want to learn how to approach bigger and greater things. For reference, I've been programming in c# and Monogame for a few years now and I feel that I'm pretty confident with using the two, I know how to create simple games with a simple state machine, a menu, a pause, different states and the transitions and the most important part, the games themselves, keeping everything object oriented.

    Here is my problem, for the last few months I've been trying to increase the range of my scope and tried tackling a bigger project, what I've noticed is that my old methods might not be that useful here. I need something else, the specific thing that I'm looking for is how to handle bigger games and not make it turn into spaghetti, it was not an issue at all with smaller games because the amount of states was low, there was a minimal Spaghetti count if I say so myself. The issue arises when I tried making a JRPG clone-ish game. So I think to myself, I'll need a way to handle the player walking around the map and interacting with tiles and backgrounds and objects, create a queue of when something happens in relation to the tile data, like for example when a player steps on a tile and a messagebox pops up: "You sense something approaching...". Other events like opening a chest, walking through a room. All of these things individually are not a problem. Implementing the behavior is not a problem, but doing it while containing a big game structure and without hardcoding it leaves me stuck. How do I make this work in GENERAL, how do I apply this behavior to the tile and then make it neat and available to be saved/serialized.

    Now I've realized, okay.. guess we're back to lowering the scope for this project. I'm not ready to have this huge project at once. So I just tried implementing a combat system, turnbased where you pick your moves, targets. Then all entities go in order from their speed stat. That project on it's own is something I can handle, I've done similar things before. The problem is how do I expand this to a bigger project. Not just a menu, game and simple state system. So I'm still not getting anywhere.

    I'm not sure if this makes any sense, it feels hard to explain it better but hopefully you get the gist, I don't think experience is what I'm lacking at this point, I need to learn more, these are the things I need to work on but I need some guidance:

    • Implementing Events/Eventhandlers in order to handle bigger game projects since a simple state machine is just not cutting it I feel like, I know how they work. How do I make GOOD use of them, or is there something else?

    • Saving/Encrypting game data, I've used simple serializers before. Does anything change when I approach a bigger project?

    Note, I do this as a hobby and (for now) have no plans on making a carreer out of this. Outside my highschool programming class I need more knowledge since the simple tutorials don't cut it anymore.

    These are the two big ones, any other advice is appreciated. Do note though that I'm already familiar with most of the generic advice and posts seen around here. For reference, here is an older project showcase that I worked on a few years ago, not the most impressive but should be a good indicator of what I can do(though the project itself got plenty updated since this video but is now dropped/finished)

    Link: https://www.youtube.com/watch?v=ALGduc7ec0M&t=1s

    submitted by /u/PornDamaged
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    Researching BIOFEEDBACK games, can you recommend me some?

    Posted: 03 Jun 2018 09:05 AM PDT

    tl dr: looking for games with integrated biofeedback technology.

    Whole story:

    I'm partnering up with a friend and we're going to create a wellbeing-focused game.

    She's familiar with biofeedback tech - heartrate measuring, brainwave tracking devices, breathing measuring tools, eyegaze follower etc; but not so much with games. While I'm a game designer myself, I only know a few couple of biofeedback enhanced games.

    Nevermind is my go-to, a horror game that tracks your heart and only allows you to progress when you're calm. I've also tried some few experimental games at the Game Science Center in Berlin.

    I imagine there's not an absurd amount of those, but perhaps some interesting projects. I reckon the best thing I can do now while we're still in the exploratory brainstorm phase is to contact these people and ask about the unexpected hardships I'm to expect.

    Any examples?

    Thanks, you're the best =)

    submitted by /u/pianobars
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    To all solo developers, do you have a second job?

    Posted: 02 Jun 2018 02:33 PM PDT

    Do most game designers/developers that are making a game by themselves have a second job for money? If so what job do you have? Grocery store? IT? Computer work? Personal Trainer? Etc?

    The reason I'm asking this question is both out of curiosity and how do you make the time to make your game if you also got a second job taking up all your time?

    submitted by /u/Oblivion2550
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    What are checkpoints called in other languages?

    Posted: 03 Jun 2018 04:07 AM PDT

    Specifically in French, German and Spanish. I'd just like to have some text pop up that says "Checkpoint!" or "Checkpoint reached" in those three languages, and I've asked four or five bilingual speakers and Googled it and I can't seem to get a clear answer. Does anybody know? "Checkpoint" in the vg sense of a continue point, of course. A word that means a real-world stop-and-search checkpoint doesn't work, nor does a word that means "save point" for my purposes, as my game doesn't save there and it merely a respawn point if you die.

    submitted by /u/Dinomike64
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    Good standard texture size?

    Posted: 02 Jun 2018 05:49 PM PDT

    I'm making a 3rd person RPG for PC/PS4/maybe Switch or Xbox 1. I'm trying to figure out what size textures to purchase to put on my meshes in my world. 1024 or higher, up to the 8k range?

    Also, is Granite for Unreal worth getting? It looks like a texture management system but I can't exactly tell if it only works in the editor to stabilize frame rate and reduce video memory requirements.

    Thank you to all the experienced professionals here who take the time to help out this noob.

    submitted by /u/QuixoticInk
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    Unity Android Indie Game Devlog

    Posted: 03 Jun 2018 11:17 AM PDT

    I need help implementing AdMob + Consent Window in my Unity game.

    Posted: 03 Jun 2018 07:16 AM PDT

    Hi there. I can only find tutorials about AdMob implementation in Unity, but Google hasn't updated their Unity plugin yet.

    How do I create a consent window that stores the user decision and gives them the option to opt-in/opt-out?
    Any tutorials? Any ideas?

    Thanks.

    submitted by /u/Sombernaut
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    Need some help with RPG stat design+stat growth formula.

    Posted: 03 Jun 2018 10:21 AM PDT

    Hello, my current project is small scale remake of grandia with my own twists. I have the basic battle system done but I'm struggling with implementing stats and stat growths for the characters. Currently I have a hardcoded array of stat gains per level. The max level in my game is currently low so it isn't a problem now but will be one soon. How can I improve this? Is there some sort of growth formula most RPGs use?

    Also, would this be a good time to start dabbling in databases? I don't have any experience with them but it seems like they'd be more suited to this. I'm currently using unity's scriptable objects as data containers for everything but I already have too many scriptable objects.

    And is there a good learning resource for RPG specific problems? I'm mostly self taught so I often get stuck with a lot of things.

    submitted by /u/Krons-sama
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    Soundtrack Sunday #244 - Quick Listens

    Posted: 02 Jun 2018 07:59 PM PDT

    Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves!

    Basic Guidelines:

    • Do not link to a page selling music. We are not your target audience.
    • Do not link to a page selling a game you're working on. We are not your target audience.
    • It is highly recommended that you use SoundCloud to host and share your music.

    As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate.

    If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome!


    Previous Soundtrack Sundays

    submitted by /u/Sexual_Lettuce
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    Help choosing a language for game development that is not C++ and C

    Posted: 03 Jun 2018 10:09 AM PDT

    Hello,

    I'm currently developing a game with C++, using Vulkan api, and it became a pretty big complicated codebase. I found C++ is good for the task, but the complexity of the language scares me, I have raw pointers everywhere and I literally feel the shame looking at it.

    So I consider switching language and rewriting whole thing from scratch, and learn new language in the process is always good thing, I think.

    What I considered for now with pros and cons:

    • Go - Seems to be performing well, syntax is familiar, but the language features a garbage collector and I don't know why but I have that feeling that this language will fade soon
    • Rust - Seems to be the new C, inheriting the problem of not supporting object oriented programming well.
    • Kotlin - Very easy to use, very portable, extremely good and free IDE, but the GC and slowness of runtime are not convincing.
    • Python - Same as kotlin, but the syntax is something I just can't like, but if needed, I could

    What I would expect to have control over, from my experience from C++ gamedev:

    • No GC whatsoever or at least possibility to delete object manually on demand.
    • Very fast number crunching, as finding a closest object from millions to be fast enough.
    • Explicit way of defining if I pass something by reference or by copy

    I see that C++ fits these very nicely but I think that I lock myself out in low-end game development using only C++, I had troubles finding any job recently and ended up being PHP backend dev which is troubling. Nobody hires C++ around, it seems.

    What are the other choices?

    submitted by /u/4655434b594f55
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    Scary Music Instrumental(Public domain)

    Posted: 03 Jun 2018 09:14 AM PDT

    Any advice on reviving an old flash game series?

    Posted: 02 Jun 2018 05:13 PM PDT

    Does anyone have any experience or advise in marketing a game that started as a flash game series many years ago?

    About 10 years ago, I made some games in flash that had a decent amount of plays, badges in Kongregate, and some other positive signs of engagement.It was nowhere near the big flash stars like Meat Boy, Bloons, etc. but it did get a few million plays and their pages still receive comments today.

    I've now been working on a new instalment designed for Desktop and Mobiles through Unity.

    I managed to get a spot to show this new game in a local games convention, but I have no idea how not to waste all the audience that the old games had. Talking to them through Kongregate and so on is a bit hard, since they don't really benefit from developers linking people outside of their page.

    My current options are:

    • Talk to the portal owners, see if anyone is interested in publishing / promoting the new version of a game that had some attention back in the day.
    • Try to find and update the flash games so that any new players see that there is a new, modern version. (may not be OK with the portal owners)
    • Reply to very old comments on the flash games one by one
    • Don't bother at all, and just launch the new game.

    Thanks in advance!

    submitted by /u/oddgoo
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    Still giving you feedback on your games. #010

    Posted: 03 Jun 2018 07:28 AM PDT

    Making cashier simulator with medieval insanity.

    Posted: 03 Jun 2018 06:41 AM PDT

    I've changed BrowserQuest to TypeScript/ECS architecture (open-source)

    Posted: 02 Jun 2018 05:55 PM PDT

    I wanted to learn how to make a game for web browsers, and lots of resources pointed at BrowserQuest, but I didn't know much about JavaScript so it was quite confusing to me. I found out about TypeScript and decided to change the code to this language (I feel better with types hehe). I also wanted to learn more about ECS so...did that as well. Here's the result.

    I hope the README is informative enough, and some project choices not confusing, as this is my first time dealing with a web project. Also it's my university graduation project, so some parts may seem a little rushed.

    The project is still in development, the TODO list in the README should clearly show it, but maybe someone with more knowledge of TypeScript/ECS/Webdev could give some hints on how to improve it, if there's something I'm doing that I shouldn't or any kind of feedback really.

    The License is the same as the original, Mozilla Public License, v. 2.0.

    edit: I also made a simple video showing some things that can be done by just adding components or enabling/disabling them.

    submitted by /u/WalrusNine
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    Recently released my first puzzle platformer after learning to program for 4 months

    Posted: 02 Jun 2018 04:04 PM PDT

    Hi!

    I began programming in late January when my first programming course began at university. Now I've released my first puzzle platformer. The course I took at university was given in C#, however this game is written in Lua using Corona SDK.

    The game, called Bouncing Pixel is a retro inspired puzzle platformer with so far 50 challenging levels (more to come). The graphical style is kinda similar to Adventure (Atari) but a bit more colorful. The game levels are spread out among 6 different colour themes.

    The game is available so far for Android and iPhone. It's free with not very much advertising.

    I'd be happy to answer any questions and I appreciate all feedback. Thanks for your time :)

    submitted by /u/JSRF17
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    Worried about disillusionment

    Posted: 03 Jun 2018 02:30 AM PDT

    I have a fear of making a switch into gamedev (which in my limited experience I enjoy a lot) because of disillusionment down the road.

    Is this a healthy, normal fear? Have you faced disillusionment and what did you do?

    submitted by /u/Qannas
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