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    Monday, June 25, 2018

    I made a video on why I quit CD Projekt RED and differences in between AAA and indie workplaces

    I made a video on why I quit CD Projekt RED and differences in between AAA and indie workplaces


    I made a video on why I quit CD Projekt RED and differences in between AAA and indie workplaces

    Posted: 25 Jun 2018 09:50 AM PDT

    How to deal with needy or greedy customers on Unity Asset Store?

    Posted: 24 Jun 2018 10:29 PM PDT

    Every now and then I get a really impatient customer who gives me a bad review because I didn't answer within 24 hours or it didn't do exactly as they wanted, but I try my best to help them and they usually update their response to 5 stars which I guess I'm ok with.

    However some start out asking one question but then they keep asking questions and it starts getting to the point where I am making their game for them with very trivial questions like "Okay, how do I instantiate a prefab and make it move?" which has nothing to do with my asset. Even when I answer those questions they then request a demo because they can't do it and the questions are never ending. The last person I have spent 3 days dealing with him because I don't want a bad review, I even sent him a patch to help him and then he just keeps going.

    I've explained to the last person, "Sorry I can't answer these questions, I suggest looking in the complete projects section to find a solution to what you want." and have offered a refund. I should add that this didn't stop anything, but that's where I was leaving it. I feel bad about having to do this, but I have to set my boundaries or I can't get any work done.

    I'm wondering how do you guys deal with this? Do you just ignore from the get go and just take the bad review in on the chin, or do you do what I do and just go with the customer is always right mindset being mindful of reputation.

    Thanks

    submitted by /u/SluggaSlamoo
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    New LCD compatible Lightgun with experimental 3D tracking!!

    Posted: 25 Jun 2018 04:40 AM PDT

    Making assets makes more money?

    Posted: 25 Jun 2018 03:58 AM PDT

    In terms of finance, is it better for an indie/hobbyist dev to sell decently made assets through the store, rather than build a working game and get a few steam sales?

    What is the revenue stream for asset-making like, and where is the bar? Have all bases already been covered? Are art assets easier to sell?

    submitted by /u/DesignerChemist
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    I've hit that part of the process where you struggle with motivation. Mainly because I can't create graphical assets...

    Posted: 25 Jun 2018 06:23 AM PDT

    I'm working on my second game, so I've been through the ups and downs of all this before, but it's really proving something of a wall this time round.

    In my first game I used assets that were available online - specifically, I mostly used Kenney's assets and I was OK with that because it was my first game and I was giving it away for free.

    This time around, however, I've been determined to use original assets - for two main reasons:

    1. Even though I'm an amateur game dev, I want to try and create games that are as professional quality as possible and, to my mind, that means using assets that aren't going to be found in other people's games. And that don't look horrible.
    2. Everyone says to! I'm constantly being encouraged that "you can do it" and "it doesn't matter if it's rubbish". The problem is that I feel like it really does matter - and my graphics look rubbish! I can live with graphics that are only "acceptable" quality - although that still feels like a horrible compromise, but I think I could do that. My graphics are not that...

    I've enjoyed the process of developing this game so far - it's involved some procedurally generated dungeons and it's been a really interesting process during which I've learned a lot. The trouble is, even though there's still plenty of things I could be coding, it just feels like there's no point since I can never release this game looking the way it does...

    I'm sure I can't be the only one who has hit this wall and I'd appreciate any tips to help get past it. Also ,any tips to make my graphics that tiny bit less crappy would be great - although I really don't have much hope in that direction!

    Edit: It's occurred to ,me since posting that there's one other piece of information that's relevant. I have a chronic illness that leaves me in various amounts of pain most of the time and with limited energy/concentration. I usually spend about 40 minutes and day for 5 days a week doing game dev - because that's all I can manage. This is also a severely limiting factor in any attempt to learn a new skill - such as creating graphical assets. I have tried to do some pixel art with various results, but it feels like practice is the main thing in getting good at drawing and I simply don't have the personal resources to do that. I suppose this part of the problem is more unique to me, but I still hope that there are those out there who might be able to relate and offer advice/encouragement!

    submitted by /u/tobomori
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    Designing Elder Scrolls' Dark Brotherhood (Oblivion / Skyrim) - Noclip Short

    Posted: 25 Jun 2018 09:37 AM PDT

    Classic Open Source game Super Tux seeking help to continue development

    Posted: 25 Jun 2018 09:33 AM PDT

    Is there an industry standard for whether or not to invert axes?

    Posted: 25 Jun 2018 07:23 AM PDT

    So for instance when bow-aiming with a joystick, half of the people I talk to say it's inverted and uncomfortable, and the other half of the people say it's perfect, just how they like it.

    So what are we supposed to be moving in this case? The camera or the crosshair? In my mind the camera is moving down, so I push down on the joystick to shoot higher, and vice versa.

    Have there been any studies done on this topic?

    submitted by /u/danokablamo
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    Level Design Workshop: Balancing Action and RPG in Horizon Zero Dawn Quests

    Posted: 25 Jun 2018 10:04 AM PDT

    My issue with Substance Designer renders

    Posted: 25 Jun 2018 09:20 AM PDT

    Don't get me wrong, there are some extremely cool substance materials that have been made, but a large amount of the renders I see tackle things like jagged cliffs/ rocks, tiled roofs with jutting out panels and holes, wooden planks, brickwork with bricks poking out at hard angles etc. These look great in the renders because they are tessellated like crazy and displaced by a generous amount. However in a real game setting, there'd be nowhere near the budget to tessellate these kind of large repeating surfaces. In many cases would it not be easier to optimally model out things that have large forms like a wooden plank bridge and then apply a cheap much more flat tileable that only needs normal information, or lowpoly cliff shapes that can then be textured in the same way rather than trying to make the broad shapes as a texture and then having to tessellate hugely, ultimately leading to much more resources used? Or are many of these substance renders more for show and in reality they'd be just used with normal maps, thus looking a lot flatter?

    Here is an example: https://www.artstation.com/artwork/RaVxX

    It looks incredible but I can't imagine how much tessellation is needed to produce the nice detailed rock shapes. You'd almost have to tessellate in another program and then bake that down to new maps and a lowpoly which almost defeats the point of a procedural cliff material. Just curious about the usefulness of these elaborate substances in a production environment when making games.

    submitted by /u/awera
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    Is there a service that can replicate Subnautica's feedback backend?

    Posted: 25 Jun 2018 05:56 AM PDT

    Subnautica had a phenomenally successful early release and I'm guessing one of the many reasons for it was its integrated feedback system. For those who haven't played it, any time in game you can press F8 and give the developers feedback. The game reminds you about it frequently, but not too frequently. Cleverly, the submit button is an icon showing how happy/unhappy you are.

    This let them do things like see where in the games players were happy, see when a patch changed player mood, etc. But probably the most important thing it does is let players be heard.

    Here's a short presentation on the system.

    Here's the GitHub repo of code samples.

    It's not crazy complicated and as a former web dev I could implement it myself, but it would take quite a bit of time and it seems like something so incredibly useful would already have a pretty good implementation, either open source as a service.

    Does this exist yet, either on its own or as part of an existing analytics service?

    submitted by /u/justkevin
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    Original Electronic Music for your Games

    Posted: 25 Jun 2018 10:11 AM PDT

    Hey everyone, I've been writing music for the last 10 years and it's just sitting on my computer. I'm trying to get it to game developers because I feel like it could fit really well. Check out my Patreon page https://www.patreon.com/jaredraygilmore and if you want a little more check out my www.soundcloud.com/j_ray

    submitted by /u/Z33zrom
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    One step at a time: how BIG became the most important video game festival in Brazil

    Posted: 25 Jun 2018 10:05 AM PDT

    How do games deal with wallhackers?

    Posted: 25 Jun 2018 04:00 AM PDT

    So aside from the obvious "hide server player data until they should be in sight" method, assuming that character location data is available to players at all times, how do games prevent wallhacks from being rampant? I'm guessing they can't do much because I remember CSGO having huge issues with that.

    Is it a matter of just detecting what code is being run to make the wallhacks work, let people use it for a couple of weeks, then ban everyone who ran that code after that?

    What if someone writes their own wallhacks and its not something shared / easily found? Are they just good to go?

    I get the feeling that this isn't a wallhacks issue but more about game exploiting in general.

    submitted by /u/CSGOWasp
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    I created a game creation platform

    Posted: 25 Jun 2018 09:57 AM PDT

    games.disfold.app

    I created this platform for creating and distributing games. But I've been working on this for almost half a decade, and never really advertised it. And now I'm honestly lost with what to do to advertise it. I don't really have the money to do hire someone to do that, and I'm really clueless with marketing, and don't really have much of way with words. But I really don't want my creation to go to waste. So I ask for any possible tips and/or feedback you could give. And thank you in advance.

    submitted by /u/throwaway0893270834
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    Check out our game animation made in Spine, please

    Posted: 25 Jun 2018 07:02 AM PDT

    Initially we created only frame-to-frame animation, because we couldn't find professional Spine artists. Spine is a perfect tool for game development really, but no one in our team worked with it before. Finally we started to learn Spine by ourselves and here is what we have managed to make.

    submitted by /u/Fair-Win
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    Where do you keep your devblogs?

    Posted: 24 Jun 2018 11:53 PM PDT

    I have a website, and I want to start a devblog, but I'm not sure if I should link out to Newgrounds, or integrate a platform into my website itself.

    Hosting would present a more consistent experience and keep people on my site, also I wouldn't have to worry about losing my posts, but it's also more upkeep, and I have followers on Newgrounds that would be notified of new posts.

    I'm also open to Tumblr, Wordpress and similar. So what platforms do you use and how do you get users moving between various types of content?

    submitted by /u/fwfb
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    Platforms for creating games?

    Posted: 25 Jun 2018 11:41 AM PDT

    I want to know your guys/girls opinion on different game creation engines, and methods of making games.

    I've primarily used Unity, C++ SFML, and feel most comfortable with these, however, whilst thinking about developing games for my website portfolio, I started to think about maybe having a diverse portfolio of game engines, as well as languages.

    I understand that this is a simple question, as well as quite subjective on a person-to-person basis, but I want to hear some opinions from individuals to see if I can relate.

    I want something that gives me the freedom to write alot of the code myself, but not so complex and explicitally typed as C++ in visual studio. I have this feeling like using Unity is cheating personally, because I've always used it as a way to avoid making a physics engine, and thus I've avoided it for sake of trying to make myself learn more.

    Thus, I have a couple of questions.

    What platform do you use?

    and

    Does it help you market yourself professionally? (As I'm a graduate searching for work currently, and I need to broaden my prospects, and I feel like using unity doesn't do my portfolio much justice.)

    Edit for context: I specifically ask these questions because I purely want to branch out and try some different options, or if that's not a good idea, why should I stick to the ones I'm using?

    submitted by /u/ToyaDev
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    How to report game bugs?

    Posted: 25 Jun 2018 11:32 AM PDT

    Best place to pick up paid / free particle effects?

    Posted: 25 Jun 2018 10:30 AM PDT

    I'm looking to add some particle effects for my game to replace the place holders I have right now. Unreal marketplace doesn't have a large selection. Anybody know a good site that has free / paid effects?

    submitted by /u/grandmaMax
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    Here's a video for "Mole Masher", my newest project, in early dev. What do you folks think?

    Posted: 25 Jun 2018 10:30 AM PDT

    Thoughtsfor mobile gamedev monetisation in 2018 - pay vs ads vs new iap

    Posted: 25 Jun 2018 03:52 AM PDT

    Hi all,

    I haven't been keeping up with mobile game dev for the last couple of years but I want to publish a couple of titles I worked on ages ago. I am wondering, is there a consensus on the best way to monetize small games at the moment. By best, I mostly mean user friendly - revenue is not the main reason I am finishing these and publishing.

    Both titles are quite arcadey (short levels, 3 star outcomes) and would suit any of ads, iaps for levels, or an 99c install purchase in theory, I am just looking for thoughts on what is seen as preferable by both gamers and small devs lately.

    Thanks!

    submitted by /u/bzwill
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    Facebook Instant Games. What do you know and what do you think?

    Posted: 25 Jun 2018 05:56 AM PDT

    Hey guys. Facebook has 2 billion auditory, now messenger have is about 100 games. in comparison with other platforms messenger's games no have any competitions. Yes, every game passes a very strong selection, but before approve you have a huge market. What do you know about publishers on instant games? What do you think about this platform? It's so big space to just recreate any game from App store or Play Market and it'll be working.

    https://i.redd.it/rpsmqdms95611.png

    submitted by /u/johansenkevich
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    "Name your price" projects on itch and gamejolt. Is it a good way to make some extra dosh?

    Posted: 24 Jun 2018 03:14 PM PDT

    Hi everyone.

    After about 2 years of learning Gamemaker Studio and 3 small complete projects (not good enough to be out there as they were only for learning purposes) I finally jumped in a serious project.

    The thing is, I kinda get tired of always thinking about my serious project, making sure everything is perfect while prototyping, always thinking 'how can I make this feel better' and stuff and it's making me want to create a small side project to put it out there (itch + gamjolt) to take my mind off my serious project and make some extra dosh while I work on the latter.

    So, to the devs who put their games on those platforms at ''Name your price", how is that going on?

    I see some "Name your price" games on gamejolt with thousands of plays, though I'm sure most were downloaded for free, I can't help but wonder if people pay at least 1$.

    I think some of you will say "depends on your project". Well, I don't plan on releasing anything that looks cheap or ugly, because in the end people will play the game if it looks good to them.

    Looking forward in reading your comments, thank you.

    submitted by /u/teinimon
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    Marketing Monday #227 - Focused Feedback

    Posted: 24 Jun 2018 08:22 PM PDT

    What is Marketing Monday?

    Post your marketing material like websites, email pitches, trailers, presskits, promotional images etc., and get feedback from and give feedback to other devs.

    RULES

    • Do NOT try to promote your game to game devs here, we are not your audience. This is only for feedback and improvement.

    • Clearly state what you want feedback on otherwise your post may be removed. (Do not just dump Kickstarter or trailer links)

    • If you post something, try to leave some feedback on somebody else's post. It's good manners.

    • If you do post some feedback, try to make sure it's good feedback: make sure it has the what ("The logo sucks...") and the why ("...because it's hard to read on most backgrounds").

    • A very wide spectrum of items can be posted here, but try to limit yourself to one or two important items in your post to prevent it from being cluttered up.

    • Promote good feedback, and upvote those who do! Also, don't forget to thank the people who took some of their time to write some feedback for you, even if you don't agree with it.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    All Previous Marketing Mondays

    submitted by /u/Sexual_Lettuce
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