Collection of Pixel Art Tutorials for all skill levels |
- Collection of Pixel Art Tutorials for all skill levels
- Steam Direct sees 180 game releases per week, over twice as many as Greenlight did
- Open sourced my WIP platformer, Paper Trail
- Coziness in Games: An Exploration of Safety, Softness, and Satisfied Needs
- Math for Games Development
- Our final project this year - Above
- Valve to replace Steam Spy with its own "more accurate and more useful" solution
- The challenge of creating Chessaria's Chess engine (interview of Enrique S. Acosta)
- Adapting games like Fallout and Doom to play well on a board
- How to build a community?
- My next Shinobu VR Game
- Controller support
- ChaosCraft - MineCraft AI - Newest debuging tools
- DC/MD/VA Area Interactive Fiction Developers?
- Hi, I release the beta of my first game for Android and I need beta testers to help me find minor bugs and criticize it from a point of view other than mine, also Im willing to answer any questions about the development. Would you kindly have a look at the trailer and tell me what you think?
- Our Unity3D pack is finally up! create space scenes with parallax in one click
- Recording sound effects
- what is the level of programming taught in game design degrees?
- How I use elements of agile methods in solo independent game development to have confidence of commercial release
- BLENDER | SubstancePainter | Speed Modelling & Texturing | Western-Wild West Saloon
- Unreal Engine Collaboration
- If you could have a comprehensive course on 3D design for games what would it look like?
- Unreal Engine 4 : NPC Floating Healthbar
Collection of Pixel Art Tutorials for all skill levels Posted: 29 Jun 2018 08:54 AM PDT |
Steam Direct sees 180 game releases per week, over twice as many as Greenlight did Posted: 28 Jun 2018 09:01 PM PDT |
Open sourced my WIP platformer, Paper Trail Posted: 29 Jun 2018 05:35 AM PDT You can find the source here: https://gitlab.com/pjlast/paper-trail and a little gameplay snippet here: https://gfycat.com/WaryAncientBoaconstrictor The idea was to run around as a little piece of paper in a factory and avoid hazards that would kill you (water, fire etc.) and then use winds to blow you around or get smacked by a rotating gear while curled up into a ball to get around obstacles. EDIT: Should probably add, its in Godot 3 [link] [comments] |
Coziness in Games: An Exploration of Safety, Softness, and Satisfied Needs Posted: 29 Jun 2018 01:39 AM PDT |
Posted: 29 Jun 2018 05:58 AM PDT I'm an experienced developer who has always found math to be a struggle. This is something I'm wanting to change. Does anyone know of some good resources I can utilize to increase my math knowledge in regards to game development? I'm aware google is a thing, so what I'm after is any resources other developers have found/use to aid them with any math issues they may have. [link] [comments] |
Our final project this year - Above Posted: 29 Jun 2018 12:07 PM PDT |
Valve to replace Steam Spy with its own "more accurate and more useful" solution Posted: 29 Jun 2018 10:08 AM PDT |
The challenge of creating Chessaria's Chess engine (interview of Enrique S. Acosta) Posted: 29 Jun 2018 08:39 AM PDT |
Adapting games like Fallout and Doom to play well on a board Posted: 29 Jun 2018 11:43 AM PDT |
Posted: 29 Jun 2018 10:36 AM PDT I'm currently in the beginning phases of building a game (started created sprites, animations, tilesets etc) and I'm wondering what would be the best way to naturally build a community? I have a discord and a subreddit set up already, but the issue is there's no one to really use them. I'm very new to this whole experience, so any advice is greatly appreciated! [link] [comments] |
Posted: 29 Jun 2018 10:24 AM PDT |
Posted: 29 Jun 2018 06:46 AM PDT I'm currently in the process to implement controller support. I'm using SFML and through their library I can easilly get the productId (PID) and the vendorId (VID) for each connected controller. I have a couple of questions regarding PID and VID:
My goal is to have default controls that works well for most/all common controllers. There will also be a way for the player to manually input all keybindings if the player owns a more uncommon controller. [link] [comments] |
ChaosCraft - MineCraft AI - Newest debuging tools Posted: 29 Jun 2018 12:37 PM PDT |
DC/MD/VA Area Interactive Fiction Developers? Posted: 29 Jun 2018 12:30 PM PDT Hello, everyone! I'm a digital archivist at DC Public Library in Washington, DC and I'm interested in putting together an exhibit/digital archive of interactive fiction by local creators. I've had some trouble finding people to talk to about this, since indie game repositories don't really have the ability to filter by location. I know this message is out of the blue, but if anybody here has been using Twine or something similar, and has even a tangential relationship with the DC/MD/VA area (or knows someone else that fits the bill), I would love to hear from you. Thanks, all! [link] [comments] |
Posted: 29 Jun 2018 12:22 PM PDT |
Our Unity3D pack is finally up! create space scenes with parallax in one click Posted: 29 Jun 2018 11:57 AM PDT |
Posted: 29 Jun 2018 11:19 AM PDT |
what is the level of programming taught in game design degrees? Posted: 29 Jun 2018 10:58 AM PDT i thought of maybe studying game development but i want to be safe and find out if the level of programming taught at such a degree is enough to get some sort of job as a programmer (not only for games) and if so i would like to know which universities\ ]colleges offer such a program? [link] [comments] |
Posted: 29 Jun 2018 07:08 AM PDT |
BLENDER | SubstancePainter | Speed Modelling & Texturing | Western-Wild West Saloon Posted: 29 Jun 2018 10:53 AM PDT |
Posted: 29 Jun 2018 10:48 AM PDT A friend and I want to collaborate on a project in Unreal Engine 4, but we are not sure how to do it over WiFi. Does anyone know how we could do this? We want to be able to do it at the same time, without having to send the project file back and forth. [link] [comments] |
If you could have a comprehensive course on 3D design for games what would it look like? Posted: 28 Jun 2018 07:23 PM PDT I'm working as a lead designer for a video game with a couple million dollars budget. I mainly handle the art side of the game. From concept to technical implementation. Current workflow is:
Now in my experience I haven't found a complete A to B tutorial. Most usually say "to start learning to animate download this fully rigger character" as an example. I think a tutorial that goes from nothing to in game usable model will be very beneficial to anyone trying to get into this industry. The tutorial would be 40+ hours long the main issue is the specific subject matter. What would people want to learn to make. Here are some examples: Example 1:Fully rigged stylised character with customisable weapons and armor. Implemented in unity with a click to move 3rd person camera and some basic attacks. (E.g. torchlight) Example 2:Modular sci-fi Environment with PBR materials and advanced lighting techniques. (Modern AAA sci-fi games) simple scripts so you can walk through and open doors, turn on equipment etc. (E.g. Doom) Example 3:Semi-moduler stylised fantasy environment. 'Hand painted materials'. Possibly PBR. (E.g. torchlight). Alternatively I could start with 1 or 3 and if it's popular release the other as an expansion. That for me sums up the 3 main areas of 3D right now. Character - stylised low poly - realistic high poly. Any input would be helpful. [link] [comments] |
Unreal Engine 4 : NPC Floating Healthbar Posted: 29 Jun 2018 10:33 AM PDT |
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