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    Thursday, June 14, 2018

    I decided to share some revenue numbers from our small indie game studio of 3 years

    I decided to share some revenue numbers from our small indie game studio of 3 years


    I decided to share some revenue numbers from our small indie game studio of 3 years

    Posted: 14 Jun 2018 02:04 AM PDT

    Godot 3.0.3 is here with C# exporter

    Posted: 13 Jun 2018 06:10 PM PDT

    Making my game makes me feel like a copycat

    Posted: 14 Jun 2018 10:24 AM PDT

    I have been working on a few games non professionally for a few months now and I have settled on a top down rpg like the legend of Zelda,I have a few unique ideas that I think I can turn into a game.

    But every time I try to think about it when not actually working on it I feel like a worthless copycat , this isn't a plea for help or sympathy,I need a cooping mechanism.

    This problem has been getting very bad recently because I think about my project a lot , but I can't work on it much because I'm waiting for engine updates and I'm not forced to work because I am a teenager doing game development in my spare time as a hobby.

    So please post your thoughts in the comments Reddit , I'm sure that I'm not the only one like me so let's start a discussion.

    submitted by /u/TheCyberParrot
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    Devs of multiplayer HTML5 games, what was your experience like and what were some important lessons you took away?

    Posted: 14 Jun 2018 07:50 AM PDT

    Any HTML5 Game really, but particularly multiplayer ones. More (less?) specifically the ".io" genre (a dumb term I know, but it's a thing now). What were some of the most challenging aspects of developing your game and what did you gain from that experience? What do you wish you knew when you started? Finally, what were some useful resources you had along the way?

    I'm really interested in hearing from devs with experience in this area. Thanks!

    submitted by /u/_ijonatron
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    Malleus YoutubeScammus: A brief manual for dealing with Youtube Scammers (for game developers)

    Posted: 14 Jun 2018 08:45 AM PDT

    Hi, I put this on google docs: https://docs.google.com/document/d/1Bg5Zb1VrK_UwHPl7CXJRT7k2q0kxAfYBJcAxXEXKPuc

    Malleus YoutubeScammus:

    A brief manual for dealing with Youtube Scammers

    by Jakub "Celo" Celušák

    This is a brief manual for dealing with Youtube Scammers.

    Who are Youtube Scammers? 1

    How to identify scammers? 1

    How to deal with scammers? 2

    What to do if you already sent codes to scammers? 2

    Who are Youtube Scammers?

    People who are scamming you for free redeem codes of your game.

    Why?

    Thay can later use the code for themselves, use it for a giveaway on other smaller or less significant youtube channel or resell it through sites like g2a.

    I don't remember putting our game on g2a. Or selling raw codes.

    How to identify scammers?

    While writing this manual (2018) 9 out of 10 e-mail requests we get for our game were from scammers. You can identify them, but mostly you can just use the shortcut, skip this step and just go straightaway for "How to deal with scammers? " part.

    You can find if someone is a scammer:

    by comparing their address with e-mail on the youtube channel or any other official influencer's website.

    Example:

    http://prntscr.com/jrzcp2 - Youtube Scammer

    http://prntscr.com/jrzd79 - real Youtuber

    Sometimes Youtubers don't have a visible e-mail address on their channel, that's why in the next paragraph, there is a clever trick on how to bypass them.

    How to deal with scammers?

    What you want to avoid is:

    1. The long process of checking if you are dealing with scammers that can repel real Youtubers
    2. Accusing anyone of being or acting like a scammer

    http://prntscr.com/jrzf37

    Scammers are usually sending e-mails that will contain the name of the channel or straightaway link for the channel they are imitating.

    If not, go find the YT channel or ask for them (which will make the conversation longer and possibly repel the YT creator, but that is her/his problem, not yours).

    So just find the channel and there you will have a direct contact option - E-mail, Facebook fan page, Twitter, Instagram (Yes, you can send messages through Instagram) etc.

    Use these options to send them the message.

    Example, with the result:

    http://prntscr.com/js0k8a

    And while on e-mail, use just simple info that you contacted them on other channel.

    http://prntscr.com/js0k8a

    And that's it. If they are really those youtubers they are claiming that they are, there is no delay in communication, they just have to switch to one of their channels and get your code for a game. If they are a scammer, they just wasted energy and enriched someone else.

    One more thing.

    If you want to scam the scammers, you can send them fake redeem codes, if they are reselling them, they will get bad reputation on G2A or any other sites for posting unfunctional or claimed redeem codes.

    Here is a fake steam key generator (and you can put hidden swear words in keys):

    So if someone will have the guts to contact you after you clearly uncover their fraud, go on and give them a lesson :)

    http://prntscr.com/js0yw4

    What to do if you already sent codes to scammers?

    There is still an option how you can revert your damage and punish those scammers.

    Find this option for banning emitted keys in your Steam and use it.

    Just be sure that you are banning the right key, because "once a key has been banned, it cannot be unbanned".

    In our company, we decided that if someone will contact us about the banning of their game, we will send them an explanation:

    "Hi, it looks like your steam key was banned, because it was acquired fraudulently via a scam. If you think this is misunderstanding, you can send us a copy of your Steam recipe. If you purchased copy of Through the Ages via G2A or any other third party provider other than Steam, you were too, scammed, and you should contact that particular dealer for reimbursement.

    Do not worry, if you have CGE Account, your progress, and all the other information are safely saved and you can easily log in via legally owned game across all platforms - Android, iOS or Steam."

    Jakub is marketing specialist in CGE Digital

    submitted by /u/Celo_SK
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    Game Developer "50 over 50" List - Gameadvocacy.org put together 50 top veteran game creators to highlight wisdom and experience in contrast to all the "30 under 30" lists

    Posted: 14 Jun 2018 01:47 AM PDT

    Wanted to share some thoughts: Life as a novice Indie Dev after 5 years

    Posted: 13 Jun 2018 04:46 PM PDT

    made a video about some of the more depressing realities of full time dev: https://www.youtube.com/watch?v=pVCO-39RJgs

    I started working on my first game 5 years ago and have experienced many ups and downs, from 50/50 work share, outsourcing, and being the majority hat wearer on my current project.

    I feel like a lot of people who pursue indie dev and really believe in it don't talk about the mental anguish beyond the crazy hours. The questioning your pursuit, self-worth, and how many of us can't make it without assistance or have to let a lot of things fall by the wayside. Some people say it's stupid to pursue it full time, but some of us just believe in it that much. I guess I'm just letting some stuff out and hopefully providing some empathy to people in the same boat.

    My Dev and Proof: Site: tacopizzacats.com

    Some screens from an old version my game: https://imgur.com/a/3GDug

    EDIT: A lot of people have been critiquing my game in connection with my video and I want to point out as it says the screens I provided were from an OLD version of the game, I released that demo last year and a new one is coming late this month, which improves on all of the things people gave feedback on, juicier animations and an ENTIRELY new combat system, the point of posting the screens was to show folks that I actually had a coherent product and not just some stick figures and programmer art, it's too early for me to reveal the new

    The game is called DON'T GIVE UP, the album I provided was made last year with the old demo which is why it says Cynical 7

    The selling point of my game is the story if you want an idea of my comedic style of writing without playing the game you can quickly look at a few episodes of the mini comic series "The Studio" I have on there which is a "The Office" spoof

    The real point of this post is dealing with stagnant growth in a saturated world, and how some people even less graphically inclined than I with less ambitious concepts manage to bubble to the top, and how expending 3x the effort they do nets with lesser results, many of us have been there and there is no magic genie solution other than being blessed by lady luck herself- I feel like it's healthy to have someone speak up and say yeah, this is a thing I deal with and go through, because it's a bitch, and sometimes knowing you aren't the only one but actually seeing it too can be a nice booster.

    submitted by /u/chibi_tris
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    I finally finished a game two months ago, and here is what I learned

    Posted: 14 Jun 2018 04:18 AM PDT

    In the beginning of this year, I challenged myself to make three games in six months. This might seem ambitious, but the aim was no to create three new original master pieces. Instead I wanted to practice actually finishing a project. And so focus mainly on polish and the over all feel of the games. I figured this would be good practice if I was to create a small indie studio at some point.

    I made the first game, Bionic Carrots, and was super proud of the result. I learned a lot about game feel and the importance of getting feedback during development. Not only does the feedback help you make a better game, but it can also be extremely motivating and help you get working even on bad days.

    But then.. nothing. I could'nt get myself to start working on the next project. After two months with no game development what so ever, I started to analyze the experience and realized one very important fact.

    This is not for me! At all. I may have the skill to create these games, but skill is nothing without motivation. Most of the things I love about game development was completely removed when I decided to work on small projects and use Unity to make them.

    I love data structures, architecture and design patterns. I love researching complicated problems and comparing and optimizing different solutions. I love making parts of game engines - not actually finished games.

    So now I'm going back to researching cache friendly data structures for voxel engines. And maybe writing some blog posts about the results.

    At some point I might also work on the retro Zelda-like dungeon crawler puzzle idea I have. But it is definitely not going to be a small project, I am going to create the engine from scratch myself, and I have no plan on actually making it into a polished and finished game - at least not on my own ;)

    If you want a little longer explanation, I have also wrote a dev log on why I quit my challenge.

    TL;DR I challenge myself to make three games in six months, was proud of the first game but realized that I'm more into creating engines and back-end stuff than used Unity and finishing small games.

    submitted by /u/MakerTech
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    Singletons are bad, so what instead, dependency injection?

    Posted: 14 Jun 2018 08:46 AM PDT

    (this post is all about Unity, but I believe it is general gamedev question, so I submit it here at /r/gamedev)

    Hello folks, I have joined a game dev company few months ago, it was my first contact with game dev (but not with programming ofc) and this is where I learned what I know now about writing games.

    Lately I have been recruiting for a junior Unity game developer and had to do a task, which turned out not to be that good as it could be.

    Generally it was all about singletons. In my current company we do everything using, what we call "managers", which are simply singletons (for those who know Unity - sometimes they were DontDestroyOnLoad so that they persisted for whooole application lifecycle). If only the component is not a "gameplay" object, it probably is a singleton.

    And I thought it was normal way of doing things in game development. So I used similar approach in my recruitment task.

    For example I had to count score. So I made singleton ScoreManager, which could count score. I had to keep high score. So I made singleton HighScoreManager. I had to save the high score, so I have made singleton SaveManager. I didn't want to manage input directly in objects on scene, so I have made InputManager which managed all inputs and delegated actions... to other singleton managers. And I had to keep whole game state (for example - state: menu, countdown, playing, score...) so... I made singleton GameManager, which knew everything. When I wanted to switch scene from menu to gameplay, I called GameManager.Instance.GoToGameplay()

    And of course those all singletons talk to each other. For example when user gain a point, some object calls ScoreManager.Instance.PointsGained(1);. What is more I also highly depend on listeners. For example ScoreManager had event OnPointGained, HighScoreManager subscribed to this event so that it could check if current score is higher than highest, if so it could update highest score. SaveManager subscribed to HighScoreManager event OnNewHighScore so that is could save... and so on.

    To sum up, there is very tight coupling, it is extremely hard to unit-test (because it is not obvious which managers require which managers) and hard to extend (for example two players with split screen - then we would need two SaveManagers... - it destroys everything. It would require rewriting whole code). So I understand now Singletons are bad.

    BUT I still don't know what is good approach. I know about Dependency Injection, but is it used in Game Dev? I was searching about it, but there are very few sources about DI in Unity. There is even reddit post, where generally people say DI is not used in Unity. So what should be used?

    Thanks in advance!

    submitted by /u/Hyptu
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    We created a game to gather funds for charity but barely sold any copies

    Posted: 13 Jun 2018 05:15 PM PDT

    Hey Gamedev! I am Max from Ukrainian indie dev team ViRa Games.

    Recently we launched "Wheelchair Simulator" - a comedic game about a serious issue. We made the game both for VR and PC. You can search it on Steam.

    The game features cartoony style and a motivating story that was written and voiced by real activist and a wheelchair user Dmytro Schebetyuk.

    Our team decided to create this game after we realized that Ukrainian cities are very poorly adapted for people with special needs and these issues are almost completely invisible to "normal" people. So we decided to help them by deveoping a game and sending funds for charity that helps real wheelchair users here in Ukraine

    But despite numerous yotubers having a blast with the game we barely got any sales on Steam, and quickly spiraled into "new releases" oblivion.

    Being indie and operating without any marketing budget we thought we could rely only on youtubers and word-of-mouth to tell people about our game. Are we missing something? Could something be done on this stage? Please share your ideas.

    submitted by /u/Max_Mellos
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    Beginning of a 4X board game!

    Posted: 14 Jun 2018 12:03 PM PDT

    Unity Wind Vertex Shader Asset

    Posted: 14 Jun 2018 12:01 PM PDT

    Am I qualified for a jr dev role? Any advice on my portfolio?

    Posted: 14 Jun 2018 11:52 AM PDT

    Portfolio: www.garryguan.net

    Hey guys, I'm starting to apply for jobs, and I'm wondering where I stand. I have 2 OpenGL / C++ game engines that I coded myself and experience with Unity. This site is brand new so any advice on what's good / bad, what I should add, etc. is greatly appreciated. Most of all, I'm wondering if I have the skillset to break into the industry.

    Any advice / thoughts are greatly appreciated. Thank you!

    submitted by /u/game_coder123
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    I want to become a Indie Game Dev because it sounds like fun, but I'm having trouble...

    Posted: 14 Jun 2018 11:33 AM PDT

    I have trouble with learning coding, modelling, and animation. I've been trying to learn how to model and animate with blender but HOLY CRAP so much stuff on the screen! Coding is just confusing because i dont know what would be most helpful in game developing and I can easily forget some of it. Overtime trying to learn this stuff I started to get bored and lazy over it. I've become so bored of trying to learn coding that I end up wanting to fall asleep while watching a tutorial or reading a book.

    submitted by /u/Apocalypseguyff
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    Unity component system vs Unreal Engine component system.

    Posted: 14 Jun 2018 11:23 AM PDT

    I'll be ignoring the Blueprints part of Unreal engine and just focusing on the coding parts(c++ and c#) of the engine.

    Both Unity and Unreal have a form of component structure, and I would like to know which is better for incorporating in a diy engine.

    Unity has the idea of having an empty GameObject where you add components(code, physics etc.) to that game object, that do something like having physics, or code that allows the player to move around.

    Unreal has the idea of having a UActor(and some other types, but the idea is the same) as base, and inheriting from it, you place all your code in there. Unreal doesn't have the same component idea as Unity, In unreal you create a class(which then is your GameObject) and you put your code in it.(Like code for a car that can drive using WASD) Then you have Mesh components, Scene Components, Particle components but also ActorComponents(so you can create your own component containing code) that you can define in the code and add to it's internal list of components(so no fancy gui for that).

    I'm creating my own engine and looking into what idea to implement. My engine also programs using c++, so IF I would go with the unity idea, my scripts would be c++. And IF I go with the Unreal idea, my classes will be c++, and inherited from some kind of Object or Actor class.

    So which one should I go with for a DIY simple engine(I'm learning about structures)? Which one do you like most?

    submitted by /u/timl132
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    Behind the scenes with the Dragon Ball Legends GCP backend

    Posted: 14 Jun 2018 09:49 AM PDT

    How does cross-platform play actually work, and how do the big name consoles prevent this from happening?

    Posted: 14 Jun 2018 08:32 AM PDT

    I may be slightly uninformed, but I assumed that a game developer would have their own server to host online play, with the game relaying player position and all that info back up to server.

    If this is the case, why would cross platform play even matter? Wouldn't the data be the same to either platform, and the game would react accordingly?

    How would Sony and Microsoft prevent cross platform play?

    submitted by /u/King_Joffreys_Tits
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    How much content is too much content?

    Posted: 14 Jun 2018 08:04 AM PDT

    Hey, everyone. I've been creating things on my own for a few years now. Game-related assets mostly. Models, scripts, concepts. But this past week is the first time I've gotten involved directly with the community, just deciding to go all in on the platforms that I follow similar content on (Youtube, Twitter and now Reddit). And while my initial feedback has been very positive and has inspired me to create new and better content more than ever, I do have a concern.

    I don't want to overdo it and have my content shunned on the principle of seeing my name too much, regardless of the quality. Are there any subreddits and platforms that encourage sharing your own content? Or should I not worry about it and just post what I feel is post-worthy? Because if I didn't put it out there at all, it'd never get seen. Though my eventual goal is to have enough of a following that my content distributes itself, we all have to start somewhere.

    Thanks for any suggestions and opinions. I intend to stay a part of the community. But I want to help build it up, not bog it down.

    submitted by /u/MousemeatGames
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    Would it be possible to get a job in the Video Game industry with a Computer Science degree?

    Posted: 14 Jun 2018 07:42 AM PDT

    Hello r/GameDev, I am in need of advice!

    Next semester I will be writing my Master's Thesis and I've come to the point where I have to think about where I want to work and what I want to be doing. I'm currently studying Computer Science with a focus on Artificial Intelligence (Machine Learning and Deep Learning and the likes).

    I've looked at many different companies within my field, and careers within them, but none really appeal to me. Lately, I've been playing more Video Games than usual and I have a stronger desire to work in the video game industry rather than computer science.

    I'm not sure what to do. I've looked at many different video game companies and all of them require 3-5 years experience and other requirements that I don't meet fully. Though I may have been a bit too ambitious looking at companies like Naughty Dog and Guerilla Games.

    I can take another degree in game development, but I'm already 24 years old and I feel like 3-5 more years studying would make me a bit too "old" without any experience? And honestly, there aren't many available jobs in Norway. I'm willing to do it if that is what it takes, but I was wondering you guys have any recommendations?

    Thank you for your time.

    submitted by /u/Zahand
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    Need help implementing screen shake for a game I'm working on.

    Posted: 14 Jun 2018 07:35 AM PDT

    Hi y'all, I would be grateful if I could get some info about how to go about screen shake. Some sample codes would be great too. I have implemented one but it doesn't feel so great after trying it out. Thanks.

    submitted by /u/Kofiro
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    Starting to develop a new game. Any tips?

    Posted: 13 Jun 2018 11:55 PM PDT

    It's a single player, possibly open world, story based game. I've worked on a few smaller games in the past so I wanted something bigger. For the story, I decided to divide the game into Acts and Scenes to make it easier to work on and to release. It's only me and a couple of friends working on it so any pointers or tips could go a far way

    Also if anyone wants to help with the project, there's more than enough spots needed to be filled.

    submitted by /u/SnackBar62
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    GameSparks Messages not being received

    Posted: 14 Jun 2018 03:36 AM PDT

    I am working with Unity on a multiplayer game where I need to find matches and start a challenge. I successfully registered and authenticated and received responses from gamesparks. After being authenticated when I send a MatchMakingRequest to gamesparks, it accepts that response(then even sends me a successful MatchMakingResponse), however I don't receive a MatchFoundMessage(I correctly did set up the listener as well) neither a MatchNotFoundMessage. And the weird thing going on here(which I got to know after checking the matchInstance MongoDB database) is that a match instance does gets created.

    I am basically using two clients to test my code ->

    1. My unity editor.(even have used an android device but same error there as well)
    2. Test harness tool of gamesparks

    It seems that the match is being made successfully for the two clients, however my unity code is not able to receive the MatchFoundMessage/MatchNotFoundMessage(even other messages that I may not have tested).

    I have seen similar questions in the gamesparks forums and I am still not able to find a convincing answer regarding this. Is this a bug in gamesparks or are the documentation not updated. I really can't figure out why. I have been stuck on this past three days. Please help if anyone who has worked with Unity as well as gamesparks has faced a similar issue.

    Add comment

    submitted by /u/RJ3241
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    How can I sync a client and a server when they have different update rates?

    Posted: 14 Jun 2018 07:03 AM PDT

    I feel really silly right now because otherwise my netcode is working perfectly fine but I can't do this really simple thing. My client is running at 100 TPS and my server is running at 20 TPS. I am going crazy trying to sync them. Currently I have an update function that I pass the elapsed time in milliseconds for physics, but that doesn't seem to be enough.

    Any help would be greatly appreciated.

    UPDATE: Instead of syncing the client and the server tick rates, I changed how I handle packets to have a little more leeway (which I should have been doing anyway) and then gave the client and server the same tick rate. I may have to change it again for better syncing but this should work for now.

    submitted by /u/pielover928
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    Apple deprecates OpenGL — what do I do now?

    Posted: 14 Jun 2018 06:52 AM PDT

    Hey. I've been in the middle of writing a game engine using SDL2. I read that Apple deprecated OpenGL, and now I'm at a loss for what to do. I'm assuming SDL runs on top of OpenGL, right?

    And from what I understand, Metal exposes only a swift or an objective c api?

    What's the best approach for this kind of thing?

    submitted by /u/Plazmotech
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