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    Wednesday, June 27, 2018

    Free LowPoly Animated Animals

    Free LowPoly Animated Animals


    Free LowPoly Animated Animals

    Posted: 26 Jun 2018 08:09 PM PDT

    Hey guys! As always, the packs are posted first on my twitter. Hope you like them and use them in any project! (If you use them send me screenshots! i love to see it)


    If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot! But i will always make free packs too. Here's my website if you want to check it out, all of the packs are there too.


    Previews


    Includes:

    *7 Models (Blends, OBJ and FBX) with 6 animations each (slow and normal walk, run, jump, idle, death)

    Download


    Past Weeks:


    Sci fi guns

    Civilization Buildings

    Animated Fish

    Modular Street

    Ships

    Modular Dungeon

    Spaceships

    Animated Zombie

    Animated Woman

    Animated Man

    Furniture vol.2

    Buildings

    Animated Animals

    Medieval Assets

    Animated Guns

    RPG Assets

    Junk Food

    Nature textured vol.3

    Public Transport

    Airplanes

    Cars

    Nature

    Holiday pack

    Pirate pack

    Animated animals

    Furniture vol.2

    Snow Nature

    Bushes

    Clouds

    Spaceships

    Suburban Pack vol 2

    PowerUps

    Food

    Potions

    Desert

    Medieval Weapons

    Guns

    Space

    Furniture

    Cars

    Nature Vol.2

    Nature Vol.1

    Houses

    Trees


    License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated).


    If you have any questions or problems tell me! I'll gladly help as soon as i can. If you want you can follow me on Twitter. Thanks a lot!

    submitted by /u/QuaterniusDev
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    Easy to use platformer sprites (2D), public domain!

    Posted: 27 Jun 2018 06:13 AM PDT

    I've created a set of easy to use platformer tiles and sprites. These are perfect for use in tutorials, documentation, guides, samples and more. Included are both tiles, items, UI elements and a character. This set was first exclusive to the Pixeland website, but is now available for everyone

    License: CC0 (public domain), completely free to use in personal, educational and commercial projects (no permission/credit required). Download includes license file.




    Your help is needed more than ever! These assets are made (and available for free) thanks to donations from the community and developers all over the world. Want to support me? Consider buying an asset bundle like Kenney Game Assets 3, they're dirt cheap and you'll get neat updates and exclusives!

    submitted by /u/KenNL
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    After many long hours, I can finally showcase my game engine I created with an Animation System and Model Viewer (C++)

    Posted: 26 Jun 2018 11:23 PM PDT

    Mobile game devs, do you turn anti-aliasing off when the screen ppi is already high?

    Posted: 27 Jun 2018 11:50 AM PDT

    I'm a newbie here and making a mobile game running on my own graphics engine. I implemented MSAA, but can't see real difference on my android phone with ppi > 500. So I wonder if it is common sense to just turn it off for high ppi devices.

    submitted by /u/sydneyzh
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    How many of you are making a game without an IDE?

    Posted: 27 Jun 2018 10:41 AM PDT

    I'd like to see who is starting more bottom-up with game development. It doesn't have to start as low as with Handmade Hero, but just any way where you're making a game yourself but you're not tied to one single IDE or another graphical interface.

    I know that it's possible to develop with MonoGame without an IDE. What are you using for your non-IDE approach?

    submitted by /u/throwies11
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    Who doesn't make a game, but a world?

    Posted: 27 Jun 2018 07:07 AM PDT

    I've always considered the Unity-Blender duo as an elaborate minecraft. Which is perfect for building, piece by piece, a world. I'm making a FPS/RPG.. but it is more a walking simulator where you can talk to people than Skyrim 2. When I see this : http://19centurycraft.blogspot.com/ it's exactly what I want to do. Anyone is in the same boat ? Share your devblog, your doubt, I will glad to read your !

    :)

    submitted by /u/Molina_Eco
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    What is the best game engine for simple game ?

    Posted: 27 Jun 2018 12:24 PM PDT





    for puzzle games , I think unity has a lot of things I don't need .

    Thank you .


    submitted by /u/Gooddles
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    Ask László Szenttornyai anything. He's game designer and project manager of games like Ecco the Dolphin, former technical director at Appaloosa. He got SEGA to spend millions on advertising one of their games. • r/IAmA

    Posted: 27 Jun 2018 10:11 AM PDT

    Tips on approaching stylized 3d content for games

    Posted: 26 Jun 2018 04:26 PM PDT

    How to implement advanced (next gen) pixel art game visual effects?

    Posted: 27 Jun 2018 07:22 AM PDT

    For example: Children of Morta, Path Way, Eitr

    If all of them are made by mixed technology of 2D and 3D like Dead Cells, Where can I find learning sources? I did a lot of searches but can only find this one about Dead Cell char anim I want to know not only about char animation but also lights and shadows and particles and all kind of visual effects in scene in all of these pixel art games. Any tips or links would be appreciated!

    submitted by /u/johnbrain7
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    Climate Jam 18 Starts this weekend (runs all July) - Make games to communicate climate change and win cash prizes

    Posted: 27 Jun 2018 07:18 AM PDT

    Hi all,

    I'm Sean and as well as an indie game developer I'm a computer science academic in Wales. Along with some other scientists we have created Climate Jam 18 which will run throughout July.

    To enter you need to make a game which communicates the complexities of climate change, specifically one or more of the following:

    (1) What is Climate? (2) Global warming doesn't mean it's getting warmer everywhere, and (3) I can make a difference.

    On the itch.io jam page we have posted an information pack which explains the science behind these ideas.

    To try and give something back to anyone who takes part we are doing two things...

    Firstly, we are getting a team of climate scientists and science communicators to judge the games. After that process we will identify projects that have promise and work with those teams to apply for science communication grants. That could involve us helping to run studies and gather evidence which would support a funding application, or might involve us writing an application with you.

    Secondly, As well as trying to create games to communicate climate change, we want to try and explore people's perceptions and attitudes about climate change. In order to do this we have designed two short surveys for you to complete, the first before you start making your game and the second after. Participation is entirely voluntary. However, if you decide to take part and complete both of our short surveys, you will be entered into a prize draw. Three individuals will be picked at random, 1st Prize will be $420 (enough to buy Unity Plus for a year), 2nd prize will be $210 (enough to buy Unity Plus for 6 months) and 3rd prize will be $105 (enough to buy Unity Plus for 3 months).

    For more details head over to the Climate Jam Page.

    Best wishes

    Sean

    submitted by /u/seanebaby
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    Two Scoop Weekly Update is up - Kick Bot DX Devlog

    Posted: 27 Jun 2018 12:42 PM PDT

    A Year of Monument Valley 2 - ustwo games -

    Posted: 26 Jun 2018 09:38 PM PDT

    How to choose size of sprite for indie 2d game?

    Posted: 27 Jun 2018 02:11 AM PDT

    Size of sprite, everything from tile, character to special particle effect.

    how do you determine what size sprite should be drawn for a game? and to support multiple resolution, 360/480/720/1080 or mobile screen.

    and in further development if something change and in need of changing size of sprite, Do people scale it by using drawing tool scaling option (Photoshop, Gimp, Aseprite) or redraw everything? ( I don't want to redraw everything)

    submitted by /u/faxfrag
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    Updated my list of Creative Commons music tracks

    Posted: 27 Jun 2018 11:34 AM PDT

    Hi everyone,

    I've updated my list of Creative Commons tracks after wrapping a few projects. Feel free to give them a listen and use them if they fit what you need!

    https://soundcloud.com/cityfires/sets/free-tracks-creative-commons

    submitted by /u/cityfires
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    I had a talk with Chris avellone about environmental design and more!

    Posted: 27 Jun 2018 11:02 AM PDT

    2D Shader Shield Bubble with Shadero Sprite for Unity

    Posted: 27 Jun 2018 09:32 AM PDT

    Youngest is interested in Game Development

    Posted: 26 Jun 2018 03:40 PM PDT

    My boy who is 11 years old has been doing some basic programming at school and has continued at home over the last year. He has programmed a advanced game within scratch - basic building block application, but he has seemed to have grasped the basics.

    He has told me that he wants to code for Bethesda ? And he needs to learn C++

    First impression was right OK, I will support you as best I can son, I come from a computer networking background, so a bit out of my depth when it comes to coding. But willing to help him get up and running. I guess he will have to install Visual Studio Express and go though some tutorials, which I can help him with if need be.

    My question is - is he right to jump straight into C++?
    if so - What is a good learning source/books/web-links. Or is there a language he should learn first or engine he may benefit from?

    I asked the above question in r/Cplusplus and I was pointed towards this r/gamedev

    Any information will be greatly appreciated.

    submitted by /u/ManikMin3R
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    Question about starting in Game Development

    Posted: 27 Jun 2018 08:06 AM PDT

    I work Full Time 37.5 hours a week in a pretty exhausting job however recently I have been going home and attempting to Game Develop following tutorials on Youtube etc.

    I have been doing this for a couple of weeks and making steady progress, and can probably get a really simple game together through everything I've learnt using YouTube.

    But at the moment, I feel like all i'm doing is copying tutorials and doing it in my own sort of look and theme, also experimenting with what I've learnt. Basically i'm not really understanding it, just playing around, mixing codes with other codes etc.

    I wondered how long does it take for you to really understand programming, or what steps you should take?

    I also wondered if i just want to make games, do i need to understand all aspects of programming?

    Im currently using unity and C#

    submitted by /u/Vettlen
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    Lightweight 3D framework

    Posted: 27 Jun 2018 12:01 AM PDT

    Hi, so I wanted to develop a Real-Time Strategy game, I was strongly going for a 2D framework, because IMHO it is so much easier than 3D.

    Anyway, after more research I came to conclusion that I need 3D terrain, being a strategy game, I want to take into consideration terrain height, and it is very hard to get this right in 2D, but now I feel that I'm stuck with Unity or Unreal type of engines. Don't get me wrong, these are amazing pieces of software, but I want more control and less features, I want to keep it simple.

    So, keep in mind that I still want to keep everything 2D/isometric on a 3D terrain, is there a good lightweight 3D framework?

    It would be even better if it has:

    • decent documentation
    • alive community
    • games released with it
    • cross-platform
    submitted by /u/gavriil07
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    What are the pros and cons of internal servers in singleplayer games?

    Posted: 27 Jun 2018 06:05 AM PDT

    Not sure where to ask this question so I'll try here. Why do games like Minecraft run on an internal server even when playing a singleplayer game? In low-end PCs it seems to kill performance and sometimes makes it feel like you're playing in a server with 500 ping.

    submitted by /u/icyhotballs
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    The Crowdfunding trailer .. how we do it

    Posted: 27 Jun 2018 05:51 AM PDT

    The Crowdfunding trailer

    with CELLYON - BOSS CONFRONTATION, & the studio SENTRY GAME

    Introduction

    Hi everybody, we continue our making of series with a second article, because we really want to tell everything about how things are doing really well.

    And also, we love to explain how the easiest thing to watch is often the most complicated to do.

    Simplicity is not so simple

    So today we will talk about the CROWDFUNDING trailer.

    So watch out: fluidity, efficiency, anticipation, lights; we show our best professional smile, we avoid the jokes that will make only laugh your dev, you and possibly your mother because she loves you, we pay attention not to squint when reading the teleprompter & here we go.

    To begin …

    Suppose you are an indie dev/studio. You are on a game project in which you believe, that you consider viable and of course comes the fateful hour when you can't live on love alone to complete successfully this project without ruining yourself, you and your health – physical, mental, and possibly social.

    So you need money, for a lot of reasons that we will not list here, you already know them too much.

    To get the money you need and after rigorous budgeting, several options are available to you, including various subventions and other possibilities for private financing, but you, audacious and allergic to the administrative procedures, you choose instead to implement a crowdfunding campaign on the internet. On Kickstarter or Ulule for example.

    And if assemble a dossier that might push your austere banker to develop a sudden interest in platform game is one thing, convince the community that your game worth it for everyone to give a bit of money, is another .

    First, because we are on internet, and internet is a jungle where judgment is expeditious and zapping is law.

    Then, because we are talking about video games, and we are dealing with a community with the level of demand we know. And that, according to the kind of game you develop, it will be necessary to target a part of this community without radically excluding others. It will be necessary too, to intelligently be part in history (with a large H) of the video game, without presenting itself as the new prophet (the players, as well as your peers, have seen a lot ).

    And finally: there are many others who, like you, and with the same tools, want to convince that their project worth it.

    And indeed, projects that worth it, there are a lot.

    But the difficulty with the Crowdfunding campaign is that often, the viability, originality, and intrinsic quality of a game are not enough to coax the community support. Even if your game undoubtedly deserves to see the light of day, and as seductive as the idea is, your game may not work if your presentation missed.

    And you have to know that it is extremely easy to miss a crowdfunding video.

    If you are looking for something easy to do.

    The video destined for crowdfunding is an ungrateful communication medium, which the slightest lack of taste can condemn to mold in the moats of the internet for eternity.

    Well.

    And also, it's fun to do, fun to write, interesting to structure, satisfying to succeed, rewarding to show … and yes, yes! Sometimes, it works, because it happens that we succeed to make a way in the jungle.

    With its up to date vaccines, be careful

    So, let's stop being so alarmist and let's interest us in the trailer on which we worked for two months, for the studio Sentry Games, and the crowdfunding campaign to finance their latest production: Cellyon – Boss Confrontation.

    CELLYON – BOSS CONFRONTATION

    Needless to say : we did not play the game.

    Because the game was not finished. We remind you: this is the principle. And that changes the situation for us, because usually, by what do we begin the realization of a trailer, mmm? Well, by a good big game session. Because there are not 18 options to define a game and to understand at best the strong points: to put yourself in the player's place, you have to … play.

    And so in the case of the Crowdfunding video, this step simply does not exist, so we will have to communicate, with words, with images, with concepts, with references, with sketch, until we have understood the essential.

    And the main thing is first of all a projection (what are we waiting for this game, what will this game be?) And this projection, it is carried by you (who are you and what are you waiting for?)

    So we will have two axes to work on: the game, and you. And in the end – it depends on the stage of development of the game but it is often the case – especially you.

    So who does what, in all this? Because if the interest of appealing to someone external from your game studio is undeniable (means and technical skills deployed, hindsight on the project, anyway, that's our job), for all that we are not developers, and the inherent terminology of concept, just like the verbal description of a game that we have not helped to conceive, is not our niche.

    For example, with Sentry Game, we decided we would do a voiceover rather than couch interviews. Yes because you're a developer, not an actor or a speaker, and you're not the same in front of a camera than in front of your colleagues when it comes to talking about what you create – potentially the body freezes, the tone of voice escapes all control, and without a second thought you find yourself out of your body wondering what you're doing here.

    So, except that you have a real predisposition to talk face camera, the best is still to call a professional to do it for you. Hence this voiceover, which is also a wonderful time-saving trick – and therefore money – insofar as we do not have to remake 6 times the take because MMORPG is not so simple to say and that there is this weird guy in the background that say hi to the camera (who is it besides?).

    ANYWAY. This voiceover, we are not going to improvise it, so we have to write it. Because it will then serve us as common theme for structuring the rest of the video.

    To be precise, ardent and naive adventurers that we are, we wanted to write it ourselves this voice off, based on the concepts, themes, references and strengths that Sentry Game would have listed, and that we would have , in our fantasies, understood. Well ….

    Whaaat ?

    Each one his field of competence once again, and if the relevance of our choices as regards rhythm and narration is without any doubt, it must be said: we, we just restructure, advise, make cuts, but this voice off we will not write it for you. To talk about your game, you are in the best position.

    Because it's our projeeeeect ! And then we stop the gifs and we focus.

    In fact, what will happen for the Crowdfunding trailer is that we will actually work together. Locating places, writing, we advise, we propose, we make appropriate framing, clean images, balanced sound, dynamic video editing. We alert you if we feel, that this private joke will not be understood, that this description lasts too long, that it would take more graphic material to show, that you feel that you are too much – or too little – confident, descriptive, technical. We intervene in technicians, in suggestion, and especially in potential spectators. But it is done without interference: the result will depend more on you than on us. And if your game is too embryonic to be "bringed on the screen", you, your team, your speech, become the material to work.

    For Cellyon – you can watch the trailer below – the developers had a very clear and realistic vision of their concepts, the strengths of their game, and the tone they wanted to give to the video. And if they had a clear vision of what they wanted to communicate, they did not close us any door when we wanted to initiate such or such change, to propose this or that trick. Moreover, they had quality graphic material (sketches, illus, logos, etc.) to present. From there, for us, the rest, the ideas, the illustration of the subject, all that comes quickly, and if our proposals are considered and heard, it is the winning combo.

    So here it is: the reality is that we can do good things well with a little, if we do not get lost in fantasies, if we structure the purpose with balance, and if we do not skimp on the technique, even if it is It's about making 3 shots and a sound recording.

    The devil is in the details, and the quality too: on formats as short, we leave nothing to chance, we don't botch anything, because everything is seen, everything is heard, everything is feel, and on the internet, everything judge yourself in one click. And this is a funding campaign.

    So we applied ourselves, damn it !

    And we believe in it !

    For Cellyon trailer it's here

    Thank you for reading us, and see you soon for a new article Making Off.

    Sarah & Ann-lou

    We hope you enjoy this article and that it has allowed you to have a more global vision of our work. We are really happy to have the opportunity to highlight the job of research that we do when we create a trailer. Other articles will be devoted to other aspects of our sacred mission, which is to mobilize our creativity to enhance the creativity of others.

    If you have questions, queries, or requests for clarification, you can leave a comment or send us an email directly to ukocreative@gmail.com

    submitted by /u/ukocreative
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