• Breaking News

    Friday, June 8, 2018

    I got abused because i trusted my game industry PR-Agent. Learn from my mistake, i potentially lost over 250 000 USD$.

    I got abused because i trusted my game industry PR-Agent. Learn from my mistake, i potentially lost over 250 000 USD$.


    I got abused because i trusted my game industry PR-Agent. Learn from my mistake, i potentially lost over 250 000 USD$.

    Posted: 08 Jun 2018 04:27 AM PDT

    Hello!

    This is Vitali Kirpu and I am writing this post as a post-mortem and a warning to everyone out there. Before I go forward with the post here is the proof that I am the actual author of this post. Twitter Proof: https://twitter.com/vitalikirpu

    Now, this post-mortem is also going to serve as a warning to the fellow game developers out there who are planning to work with the external PR-agencies or community managers. My purpose is not to smear reputable PR-agencies; I believe that my bad experience is not reflection of the whole industry. You see I was scammed for tens of thousands dollars and the way it happened will shock you and make you think twice on who you should trust and how you approach your game dev business.

    My story started with the Pixel Piracy in the 2013, back then I had low experience on how to make commercial games and I really did not know what I wanted to do, I just wanted to make a small simple addictive game. Eventually I put a small prototype video on YouTube, shared the link on the reddit, got some feedback, and eventually Alexander Poysky contacted me.

    Alexander Poysky started to be my producer and PR agent, which means that he handled bizdev and marketing for me. During the course of few years, we became 'good friends'. I visited him a couple of times in Spain and he visited me. Our families dined together, shared good moments, it was great, felt like a brother. Eventually things started to look bad and I had to shut down my main business and fire employees that were working on the Pixel Privateers.

    As I declared my main business bankrupt, the Finnish government appointed a Trustee based on my recommendation. I needed a Trustee, who specialized in game companies and crimes, because what I am about to explain in the next paragraph was a very big shock to me.

    Alexander Poysky was abusing me and reselling the cd-keys of the Pixel Piracy for the personal gain, used giveaways and bundles as a Ruse to hide the tracks. During the lengthy bankruptcy process, I helped with all my power Finnish police, trustee and debtors to gather evidence against Alexander Posyky. I feel cheated and I hope nobody ever of you will have to go through the same process, as I had to go to find the underlying truth. Treat your cd keys with care people and control the supply, there is a reason why STEAM put a limitation on that, I believe my story was a fuel to that decision.

    I am contacted occasionally on Twitter where people ask for my Recommendation if they should work with Alexander Poysky or not and I always have the same answer, there is nothing wrong with Alexander's skills, but you should never trust him or it might hurt you in the long run. It is unacceptable for the PR person to conduct such business; we are not speaking about your average Joe here, but a person who represents you and your company.

    Lastly, I want to mention that what I am telling is a truth and that if my information is false I might face criminal penalty. My reputation is tightly tied to the Pixel Piracy and to this event and I cannot be just bystander and watch people get abused and give him an opportunities to pray on a weak if I have information that might save them.

    As for the Pixel Piracy that has somewhat a reputation of the abandon ware, for that I want to say that, the game has some issues at the endgame, but the game is still loved by some players. I cannot look at that game yet, as it hurts me emotionally very much because the game reminds me of Alexander Poysky. I hope that I will have one day the means to earn right to speak to the pixel piracy fans.

    And last, i have no personal gain motives from this post other than to get truth out there and get justice. If you see this post down-voted then it means that the story won't get visibility and its possible that someone is trying to hide this.

    If you have any questions feel free to post them, I will answer as much as I can, but I cannot go into details due to the circumstances at hand.

    submitted by /u/The_Big_Boss_1080
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    Nvidia is working on making vector graphics the new way to texture things in gaming

    Posted: 07 Jun 2018 07:08 PM PDT

    J.J. Abrams' Bad Robot Launches Video Game Division

    Posted: 07 Jun 2018 05:18 PM PDT

    I created my first game! Would love some feedback

    Posted: 08 Jun 2018 02:07 AM PDT

    I usually post tutorials here for pixel art, I get a great response and I am glad to help out... I have more coming! however this time with a good supporter and patron I created a game, he did that art!.

    Our (2 of us created this) game is called Aseteroids, its just a clone, its free, its quick, its simple, we tried aiming for a fast paced action shooter (WIP) we are still developing it and making improvements, we would be greatful for all feedback so we can adjust accordingly.

    This is our first attempt at anything like this, neither of us have a background in this stuff, /u/Paolovf is learning pixelart, I did not do any of the artwork, I decided I wanted to try collab with him and make a game, this was the result, it took us a little under 48 hours, signed up on itch and published it.

    please check it out if you have time, its only short, its our first one and we would love some feedback https://sadface-rl.itch.io/aseteroids

    submitted by /u/ke2uke
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    Create a game engine that can export an executable?

    Posted: 08 Jun 2018 08:13 AM PDT

    Hi

    I am building a little game engine, with an editor. Now, I don't need the editor currently(all will be loaded from external files, so the base game doesn't have any levels), but I need a editor for future games.

    That's why I need a way to have an editor in my engine, and have the editor be able to export to an executable, thus compiling the game to an EXE.

    Now I can do that in different ways:

    -I can compile it like UE4, which compiles your game sources against the engine source, and strips out anything engine specific while compiling.

    -I could also create a seperate Player project, and compile against that to get the executable.

    -Or have a player project, compile it, and have it load the actual game as a DLL.

    They all seem like ok ideas, but I don't know how I would do it.

    So what would be the best solution, and how would I make it?

    Thanks!

    submitted by /u/timl132
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    Naming help needed.

    Posted: 08 Jun 2018 08:51 AM PDT

    Hi. I'm having quite a bit of trouble coming up with a good name for my game and would like some advice if possible.

    The game is a arcade-y ball rolling game with no real characters which makes it hard to come up with a 'interesting' name. Some gifs of the game.

    https://gfycat.com/WebbedSameKudu

    https://gfycat.com/TimelyImpressiveCranefly

    The best name I've managed to come up with is Speedballer which is decriptive but still pretty generic and bad which might cause people to go 'another asset flip woo'.

    So what I'm wondering, does the name give of that impression or does anyone have some tips on how to name a game? :/

    submitted by /u/PapayaDev
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    Any good resources for becoming a publisher? (or insight from those who have had good / bad experiences being published)

    Posted: 08 Jun 2018 04:13 AM PDT

    I would like to help a developer publish their PC game - it's just a one man dev operation. I am impressed with their work, which has struggled with KS funding in the past - imo mainly due to limited exposure.

    I can afford to cover their original target KS funding goal, along with a small additional budget for marketing (which I intend to manage). I really could do with some pointers on how to approach the venture and to be aware of some major pitfalls to be avoided. I especially want to know how, as a dev, you would expect to be treated when signing on with an unestablished publisher. What would your main fears be, how could they best be alleviated? Horror stories where everything fell apart are welcome.

    -----

    wrt the legal side of things, I'd like to be able to keep costs down to a minimum; it would be great if there was a cookie-cutter contract lying around somewhere. I've used pre-made contracts for contractors before working on assets, but its always been very one-sided (they sign the rights to the work over completely); this case would be a bit different, I would want rights to sell the game (with a revenue split for the dev) but not ownership of the IP.

    Note: I'm not going in to this completely blind: I am an indie game developer myself, and I have experience of managing my own small projects and bringing them to Steam. I'm aware of the high risk of failure in the market.

    submitted by /u/SaintGrobbulus
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    Character Body Customization/Morphing - How do they work? Specifically with clothing, armour, and other wearable equipment

    Posted: 08 Jun 2018 09:57 AM PDT

    The most popular method of body customization that I've seen people mention/recommend is using morph targets. From what I understand, you create two (or more?) versions of your base mesh that represent the two extremes of the body slider - for example, a skinny body and a fat body - and morph the final mesh between these two targets based on the value of the slider. I'm assuming individual body parts can be separately morphed with the same targets (no need to create separate targets for upper arms, forearms, shoulders, thighs, ect).

    I'll use Dark Souls as an example. (I'm assuming there are only two targets here: Big and small)

    Admittedly, I don't know too much about the whole process. However, one question has been bugging me about this method: How are things worn or attached to the body, such as clothing or armour, morphed with the body?

    Because the artist creates two morph targets for the base mesh, would they have to create two versions of all "equipment" (or wearable) meshes to fit the extremes as well? Perhaps that isn't so unreasonable, but if there are more than two morph targets then it would seem to get a bit out of hand. If I understand correctly, for each wearable mesh there would have to be multiple versions, made by hand, to represent each morph target.

    So I suppose my questions are:

    1. For each piece of armour, clothing, or whatever else is worn on the body, do multiple meshes need to be made by hand (as in modified from the base) for each morph target?
    2. Are more than two morph targets generally even needed or used? In the most basic sense, body parts only morph between big and small, but perhaps there are others?
    submitted by /u/turbo_sexophonic
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    Is having a publisher really integral as a small video game studio?

    Posted: 08 Jun 2018 12:06 PM PDT

    I've been reading a book on video game development called "Blood, Sweat, and Pixels" and the author makes it seem like small studios absolutely require a publisher in order to stay financially stable. My initial perception was that while having a publisher obviously offers tons of advantages (primarily funding and marketing) it wasn't completely necessary. For example Obsidian Entertainment apparently were desperately searching for a publisher after their game was cancelled by Microsoft a few years back. Is it really completely impossible that a 50 person studio like Obsidian Entertainment wouldn't be able to stay afloat operating independently making great games? Is it just the financial security that it offers perhaps?

    submitted by /u/Openworldgamer47
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    The Last of London- The Last of Us II Fan Project

    Posted: 08 Jun 2018 08:04 AM PDT

    Creating Realistic Quadruped Motion

    Posted: 08 Jun 2018 11:42 AM PDT

    How To Market An Indie Game In 2018

    Posted: 08 Jun 2018 11:38 AM PDT

    Hey everyone! We're about to launch our new game The Path of Motus on PS4, Xbox One and Steam so I thought it would be a good time to record some thoughts on what it takes to market an indie game in 2018! A lot has changed in the last few years, so I've had to re adjust how I'm approaching a lot of this. Hopefully the video stirs some thoughts on how you can market your own game! https://youtu.be/fSeuqgTudwA

    submitted by /u/michaelarts
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    Thought I'd share my production pack with 50 free "cinematic" songs here too. Enjoy!

    Posted: 08 Jun 2018 11:37 AM PDT

    Hi,

    Made this music pack for filmmaking but since I've started working on my first game I thought I'd share this as a resource here.

    Trailer: https://www.youtube.com/watch?v=5AaiLGYpUn0

    It covers a variety of different styles and moods. The music is free, forever. You can also remix, transform, and build upon the music. You only have to credit me in some way (CCBY), it's not too picky... I won't go around suing people if they use my music :)

    .

    --- Download links ---

    mp3 package (201 MB):

    Mirror 1: https://1drv.ms/u/s!ApoTIJhMDTxajpUJ2hrXjsd6yesLLw

    Mirror 2: https://sta.sh/013beyj2v5ud

    Mirror 3: https://archive.org/compress/CinematicMusicPackOne/formats=VBR%20MP3&file=/CinematicMusicPackOne.zip

    wav package (1,7 GB): Mirror 1: https://1drv.ms/u/s!ApoTIJhMDTxajpo5i6gIfTUaQUI2Nw

    .

    Why wav and not FLAC? Such big files! Because FLAC isn't compatible with everything. The wav-files are 32-bit float in high bitrate. Storage is cheap these days; if you're running short, just go with the smaller mp3 package.

    Good luck with your games!

    submitted by /u/MartinOller
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    Devs who decided not to wear all the hats, how'd you find your business partner?

    Posted: 08 Jun 2018 11:32 AM PDT

    Getting into the business side right now, dealing with incorporation, corporate tax, and business in general and feel like I'd rather be programming. Thinking about what it would be like to find or hire a business oriented person.

    Where'd you find those you work with?

    submitted by /u/Shablo5
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    Blender Retopoflow 2.0 Tutorial

    Posted: 08 Jun 2018 11:15 AM PDT

    Best way to handle game object references in a complex rpg? I have one, but...

    Posted: 08 Jun 2018 10:54 AM PDT

    Hey Gamedev!

    Like many of you, I've always dreamed of having a super-powerful logical engine for generic flexible rpg content - spells, skills, epic abilities and legendary items, a system where you can reference anything, manipulate stuff, rule the world…

    Now I know that there are various entity systems out there available, but I didn't when I was starting out, so I had created my own logical engine quite some time ago (now I like to think I did it mostly to get some practice and learn my craft…)

    There are many components there, all that event/condition/effect stuff; but one has come under certain critique lately.

    I call the "Ref" objects, an object that has a map of keywords to game object id's, e.g. Source==141;Target==142;Action==150;

    It is passed whenever we need to calculate or execute something, like an action, a formula… and find a relevant object in the game. So a formula might have {source_strength}*{action_strdmgmod} for its damageEffect.

    The main use case of this is creation of formulas for complex spells and abilities.

    I've been using this system for ages, and it works, but The problem is that the system is kind of error prone, or so I am told by other developers. In fact I've been accused of using a swiss knife where a fork and a spoon would suffice (as well as of reinventing the wheel of course).

    So the requirement was getting situation-related info for a static formula to parse into a real number. With Ref, when a Unit is created we create a 'ref branch' - just a ref with Source.id == Unit.id; Next, when we add an Armor object to this unit, we do so by copying the Ref and setting appropriate keyword:

    Armor::setRef =>

    ref = Ref.getCopy(source.getRef());

    ref.setId(Armor, getId());

    Then in code, anyone can do ref.setId(key, id) and getObjById() kind of stuff. Flexible, but maybe too much so?

    Is there a better way? Going for middle-ware and 3rd party entity systems is not much of an option, ideally I'd like to just smartly , wrapping it in the same interface of "getSource()/getTarget()/getObjByKeyword/Id()…"

    Or maybe I'm nitpicking something that doesn't need to be? I rarely encounter bugs with Ref, but I always have to check and watch them.

    submitted by /u/EiDemiurge
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    Creating a sense of magical realism through in-game lighting

    Posted: 08 Jun 2018 10:47 AM PDT

    How do game designers know a difficult boss is beatable?

    Posted: 07 Jun 2018 06:40 PM PDT

    For example, Old School Runescape just released Theater of Blood. So far it's been 14 hours and nobody has beaten it, including a team of the best PVMers. Surely Jagex (the developer) didn't have a team of 5 players better than them, so how did they know it was possible?

    They also released a solo boss (The Inferno) that, IIRC, they expressly stated that nobody at Jagex had beaten it.

    submitted by /u/Tirelessly
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    Beginner looking for engine

    Posted: 08 Jun 2018 10:14 AM PDT

    Hey guys, I'm new to game programming and am looking for some advices. I have solid programming skills in c++ and I've almost finished "Game Engine Architecture" by Jason Gregory, AFAIK considered a must read book. So I decided to look for an engine to start trying out a few ideas.

    The kind of games I'd like to build is something akin to Paradox games. For those who don't know, they are RTS games where everything happens on a simple world map - no battle, you move your armies around and see what your generals can achieve. They are more or less a really messed up version of Risiko, with thousands of provinces carrying each hundreds of data (population sorted by culture, social class, religion, political opinion,...). As you may guess, they are different from most games as they are light on the graphic card but put a lot of stress on cpu and ram, since they are basically big interactive simulation of socio-economic and political mathematical models with an AI. So I'd like an engine that:

    • "accepts" c++ directly - by this I mean I want to be able to write c++ code even if there is a building tool and/or a scripting language;
    • has a very easy to use way to implement simple graphics, both 2D and 3D (this last one is for the future, I don't plan to start out with superfluos 3D map and models for armies/fortress/...), and audio with minimal effort, even if it's not superefficient;
    • it's open source and preferably builded in c++ or similar (java and c are ok), so that the day I'm satisfied with the gameplay and I decide to improve other things, I can do it at my discretion;

    Bonus point if it gives me the barebone of the game, something like a template that I can follow the first time to not get lost.

    And before someone starts saying I should start a smaller project - because I know how much beginners in programming are ambitious and how they are seen in this regard -, don't worry, I'm new to game development but not at all new to programming, as I indeed work as a programmer. My very first step is something basic, similar indeed to Risiko. Then I will build up on that, so I would like an engine that lets me do that without the need to throw everything off and to rewrite the project from scratch. Anyway, any other tip (books, articles) is welcomed.

    Last point I almost forgot about: I know nothing about copyrights and things like that. I just want to be able to distribute for FREE my game(s) without the need to pay extra money to the owner of the engine, especially if I customized it a lot. After all it's a hobby, I don't plan to make money out of it nor to pay thousands of bucks to share the result of my efforts.

    submitted by /u/Ignis92
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    Raph Koster's Postmortems: Una Carrera

    Posted: 08 Jun 2018 10:07 AM PDT

    Detailed Global Game Market Insights! (by Region/Country)

    Posted: 07 Jun 2018 09:26 PM PDT

    We aggregated key insights into global game markets, writing detailed pages by region and country.

    > Visit our updated insight pages!

    Each page includes LAI/DFC exclusive infographics with further insights - software market size in USD, % of global market, platform breakdown, total size of the market.

    A few key insights:

    • Eastern Europe alone has nearly double the sales as Canada!
    • Russia's game sales are higher than Spain, Europe's 5th largest game market!
    • Console games represent 50% of Latin America's games revenue - a region that yields $3 billion in games revenue (3/4 of France's games revenue).
    • Argentina alone has a larger potential games market than all of Canada and follows close behind Spain and South Korea.
    • Vietnam is the 8th largest mobile gaming market worldwide. Also, Chinese cultural content works in Vietnam - no need to culturalize the way you would for other markets!
    • Arabic is one of the top 5 languages globally. Unlike Western markets, the Arab game market is undersaturated. Gamers are looking for more content in Arabic. AAA developers are starting to localize into Arabic (FIFA, Assassin's Creed, Uncharted: The Lost Legacy, Tom Clancy's The Division).
    • Gamers in Saudi Arabia spend 3X more than American & European gamers, equating to a high average revenue per user (nearly as high as China's)!
    • Case Study: South Korea's Netmarble quickly propelled to a top mobile game studio globally by localizing and focusing on the Middle East/Turkish game markets.

    Detailed pages by Region/Country:

    REACH OUT:

    We're constantly improving the information we share with developers and publishers!

    Looking for more insights? Any insights we should include in our data? Are you a local expert and would like to be featured on our blog or localization podcast (LocaLAIse This!)?

    E-mail [info@lai.com](/)!

    FOLLOW US:

    Sign up for our newsletter to learn about future updates.

    Follow us on Twitter (@LAIGlobalGame) for new insights, LocaLAIse This! podcast episodes (soon to include exclusive interviews with developers across Southeast Asia), etc.

    Let us know below which insights you found most interesting! We may gear future podcast episodes, blog posts and other content toward the markets you want to enter.

    https://i.redd.it/6elljqatep211.png

    submitted by /u/laiglobalgame
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    Feedback Friday #292 - Newest Additions

    Posted: 07 Jun 2018 08:08 PM PDT

    FEEDBACK FRIDAY #292

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    Testing services: Roast My Game (Web and Computer Games, feedback from developers and players)

    iBetaTest (iOS)

    and Indie Insights (livestream feedback)

    Promotional services: Alpha Beta Gamer (All platforms)

    submitted by /u/Sexual_Lettuce
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    Free Gaming Background/Ambience Music for Anyone

    Posted: 08 Jun 2018 09:01 AM PDT

    Hey guys, I compose soundscape and ambience scores for games and films. I have a huge passion for game creation and one of the most important components? Music! What's annoying? Paying royalties! As I'm just an amateur, you can download my music for free off my soundcloud - www.soundscloud.com/yeetii. All I ask is for some credit in the credits or whatever you want! I just need to get my name out there, and I thought I'd give back to the community!

    I know how hard it is to create a game, as I've tried multiple times with no success, but you can do it! A great way to polish the game off and create to ambience is for some soundscape music. This adds a bit of depth and creates emotion - depending on the genre, art etc.

    Please message me for a custom soundscape as I'm willing to compose some music for anyone!

    To conclude:

    • This is 100% royalty free
    • You MUST credit me
    • Please share because I'm sad
    • Message me for some free custom music!

    Thanks guys!

    submitted by /u/ItsShading
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