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    Saturday, June 9, 2018

    Sharing Castlevania Like Pixel Art Assets

    Sharing Castlevania Like Pixel Art Assets


    Sharing Castlevania Like Pixel Art Assets

    Posted: 08 Jun 2018 11:27 PM PDT

    Hello World! I'm sharing another Pixel Assets Game Kit perfect for Metroidvania games. It's inspired on games like Castlevania and Ghouls & Ghosts.

    The assets are free to use under CCBY license and you can watch the work process in this time lapse youtube video: https://youtu.be/545zi76KAjk

    Download links in the video description. Let me know your feedback.

    submitted by /u/Ansimuz
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    GPU Particles with Primitive Collider Physics

    Posted: 08 Jun 2018 11:19 PM PDT

    Hi, all:

    This week I've given GPU particles another go and ended up with a second experiment, mixing GPU particles with primitive collider physics (so no fancy particle-vs-particle physics, yet :p)

    Here's the video of the demo.

    https://www.youtube.com/watch?v=t2yPfenzkII

    GIF version (without the various dynamic parameter tweaks shown in the video):

    https://i.redd.it/pa1yj66l4x211.gif

    Here is the GitHub page for the source files specific to this demo.And here is the shader file containing the primitive collider physics functions.

    Each function follows the general form of:

    v = relativeVelocity; d = penetrationDepth; n = contactNormal; position = p + d * n; velocity = v + step(kEpsilon, d) * bounce(v, n, restitution, friction); 

    And the bounce function is a minimalistic approximation of restitution and friction:

    float3 bounce(float3 i, float3 n, float restitution, float friction) { float d = dot(i, n); float f = -d / length(i); float3 perp = d * n; float3 para = i - perp; return -(1.0 + restitution) * perp - friction * f * para; } 

    A restitution of one means the normal component of the velocity is flipped, and a restitution of zero means the normal component of the velocity is completely removed. A friction of zero means the tangent component remains the same, and a friction of one means the tangent component is scaled down by how much the velocity is in the direction of normal (so with an almost tangential velocity, the frictional contribution is still minimal, even if friction is set to one).

    That's pretty much all is needed to construct this demo! I understand that this is far from physically correct, but I think it is good enough for what I was trying to achieve. Plus, I didn't want to add too much overhead to what is supposed to be decorative particle effects.

    Right now I've only implement physics between pair combinations of points, planes, and spheres. I'd like to throw some more primitive colliders into the mix, including lines, capsules, boxes, and triangles.

    submitted by /u/Allen_Chou
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    Pros and Cons of Writing a Game Engine

    Posted: 09 Jun 2018 06:02 AM PDT

    Upcoming Godot Jam on 15-18 June - Propose your theme

    Posted: 09 Jun 2018 04:57 AM PDT

    Added some particle system along with the gradient background

    Posted: 08 Jun 2018 12:50 PM PDT

    That wasn't supposed to happen...

    Posted: 09 Jun 2018 09:07 AM PDT

    Free Premium Fantasy Music Pack 1 | Unity Asset Store | CC BY 2.0 License by Audio Cabin

    Posted: 09 Jun 2018 07:30 AM PDT

    Screenshot Saturday #384 - Memorable Designs

    Posted: 08 Jun 2018 08:29 PM PDT

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

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


    Previous Screenshot Saturdays


    Bonus question: What is your favorite board game?

    submitted by /u/Sexual_Lettuce
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    How best to animate water

    Posted: 09 Jun 2018 05:11 AM PDT

    Hi Reddit,

    I am making my own water shaders , it is going very well ,but I having trouble making the normal map flow convincingly , currently it just moves to one side.

    I don't need technical information I just need to find a good method to make water flow.

    Thanks Reddit!

    submitted by /u/TheCyberParrot
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    Was wondering where to start?

    Posted: 09 Jun 2018 11:58 AM PDT

    So i would love to get into game developing, but I dont know a lot about it, and dont know where to start, so i've got some questions, (thanks in advance); 1.What programme do you use to create the game?(unity???) 2.What resources do you use to learn and make them? 3.How long do you think it would take to learn from scratch? 4.Is it worth the time and effort? 5.Any Youtube channels or websites you would recommend to learn how to make it. 6.Anything else? Thanks

    submitted by /u/kirylt
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    Is it illegal to use an icon of an Nintendo controller in my game ?

    Posted: 09 Jun 2018 11:54 AM PDT

    I'm working on a game and I'd like to have an icon of a gamepad on the main menu signifying that you connected a gamepad. It's a retro style pixel-art game so I thought about drawing an NES controller but I'm not sure about the legality of it. Is it a part of Nintendo's trademark ?

    submitted by /u/MattDurajka
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    Build an engine executable build system.

    Posted: 09 Jun 2018 11:53 AM PDT

    Hi,

    I'm building an 3D game engine with an editor, and I want an export to an executable option.(for releasing a game)

    Currently, I have an engine with editor(they are combined).

    Here is some info about it:

    -There is a list of gameobjects currently in the scene.(a vector actually)

    -That vector contains classes that contain functionality like a walking player, and derive from the GameObject class.

    -Like said above, the editor and engine are combined, but they obviosly need to be seperated in some way when generating an executable(as the game intself doesn't need an editor)

    -I use OpenGL for rendering, ImGui for GUI, glfw for window system, and I develop on both Linux and Windows.

    -I use c++.

    Now what I want is a nice "Create executable" button that generates a new project, with the game classes and engine(the one with editor from above), and generates an exe from the engine and game classes(gameobjects) combined.

    In order to do that, I need to strip out any editor parts from the engine(by a define check maybe?), and populate the vector containing the game objects with the correct ones placed in the scene in the editor.

    And that is the first problem, how do I do that(populate the vectors)?

    Maybe by creating a build system that generates a file containing the types of the game objects(and positions) placed in the editor, and creating a function that gets called at the begin of the program which populates the vector with the correct gameobjects?

    Second problem, how would I define the classes in the engine? I can link them and save them in .so's/.dll's, or compile them in.

    Which should I choose?

    Help is apreciated,

    Thanks!

    submitted by /u/timl132
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    Need a bit of advice on where to start

    Posted: 09 Jun 2018 11:43 AM PDT

    Hey, thanks for reading. I just applied to a game development course in a university and somehow got accepted! I took a look at look at what I'm about to tackle and it seems they'll be doing most of C++ work as well as some maths and working stuff around in OpenGL.

    I wanna get a head start before the course actually starts and do some programming already. Where would you suggest I start in making a small game in C++? In unity? I did a quick search and it seems it's in c# but I'm not entirely sure. Or do I scrap that entirely and focus on OpenGL?

    Thanks in advance

    submitted by /u/SnowBlackCominThru
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    Type-safe object pool for Unity

    Posted: 09 Jun 2018 05:00 AM PDT

    If you game is on steam (Early access) where are the actual files hosted? On Steam?

    Posted: 09 Jun 2018 01:03 AM PDT

    Hello,

    Let's say we have a game we want to put on EA, the current downlaod is about 4GB compressed or 12GB uncompressed. I wonder where games are hosted when they are on steam - i.e. who pays for the bandwidth and CDN? The developer or steam?

    I understand that actual game servers are run by the developer, makes sense.

    And if Steam does it charge the developer hosting or bandwidth costs? The game will initially be free and we expect lots of people (by our indy standards) to download it...

    Thank you!

    submitted by /u/Vertical123a
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    I'm a 19 year old aspiring game producer | I made a video looking back over a few games I made last year

    Posted: 09 Jun 2018 10:36 AM PDT

    Early Gameplay of Bloom: Labyrinth

    Posted: 08 Jun 2018 11:08 PM PDT

    Effective Learning Methods

    Posted: 09 Jun 2018 08:05 AM PDT

    What are some of the most effective ways you've learned about game development?

    What are some of the most ineffective ways?

    I've used Youtube tutorials and Udemy tutorials, I've read through manuals, and I've posted questions to Reddit and other forums. However, the most effective method for me, so far, has been choosing a small goal and making it happen. When it doesn't work, I research why, and try again. In other words, trial and error has been the best teacher for me, which goes against what I thought would happen.

    Is it the same for you? Am I doing this the slow and painful way or is this normal? (I just started coding a few weeks ago.)

    submitted by /u/tarrega88
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    Help me to make saving system to save infinite 2D procedural tile map generating in Unity engine (C#)

    Posted: 09 Jun 2018 07:55 AM PDT

    Hello :) First English it's not my naivete language.. so i hope you understand what i want :). Second my programming experience is one and half year and one year in unity of self taught.

    lets get started. to make thing very very very clear (MINECRAFT) no no wait WAIT don't go, what i mean is the world is procedurally generated in run time just like MINECRAFT :) so i have no problem generating the (Chunk) that hold the tiles, lets say chunk size is 10 so there is 100 tiles in each Chunk (x,y), and tiles have there properties much like MINECRAFT blocks.

    but i have problem on how i should save them. to reload them when the player reenter the fame or when i want to load existed chunk (been destroyed when they are out of camera) or modified my the player. please can you tell me the logic on how should i do it like first you need arrays or you need a class then you need... tell me anything and don't worry if i don't understand it. i will study every thing you will say that i don't understand or you can write some pseudocode here.

    i was trying for a week trying to make it without any help but i think its just out of my limit.

    thx:)

    submitted by /u/Mohammad1115
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    Looking for advanced gameplay programming books/repos

    Posted: 09 Jun 2018 07:51 AM PDT

    Hi Everybody. I love reading books about maths, oop and patterns, but most of them just give isolated examples and im looking for something different.

    I have already programmed several games (since 2007) and im looking for a book that explains how to do a whole big game, with heavy use of oop, patterns, algorithms, maths and best practices.

    The motivation is to compare my current practices with the ones of great professionals to see how to improve my skills further and teach better in my lectures at university.

    Also an alternative im looking is to read great github repos you recommend me to do some code analysis.

    Thanks! (Sorry for my english, my native language is spanish)

    submitted by /u/borro56
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    Recreating Minecraft from scratch with C++

    Posted: 08 Jun 2018 03:06 PM PDT

    Let's Clone - Pop The Lock Game w/ Unity - Teaser

    Posted: 09 Jun 2018 07:06 AM PDT

    Why are devs still complaining about key request spam/scams?

    Posted: 09 Jun 2018 10:01 AM PDT

    That title sounds a little hostile, but I don't mean it to be. I understand that in years past, the only way to get your keys to reviewers and content creators would be to seek out their information yourself or reply to the thousands of key requests, but recently a couple services have become available to alleviate that, the most popular of which is Key Mailer.

    But since these services have been around for awhile now and seem to have proven their worth, why are there still posts and comments every week about keys getting scammed and resold, being inundated with thousands of key request emails, etc? Is there something that these services lack that make getting keys to verified reviewers still too difficult?

    submitted by /u/Indy_Pendant
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