How do you make game art when you're not an artist? |
- How do you make game art when you're not an artist?
- Hi Gamedev! If you work on an project and you need a bonfire or fire crackling sound! I recorded an amazing one in Costa Rica and you are most welcome to use it!
- Underwater World Shaders - Unity CG/C# Tutorial (Part 1 - Noise Theory) (High Quality Video Tutorial)
- What methods do you use to visually architect your projects at different stages?
- Examples of games where primary means of destroying enemies is using their attacks against themselves / each other?
- How big should my first game be?
- Indie Game Devlog : Low Poly models & dialogue system
- Trying to figure out the best way to combine sprites in Unity
- Model & Terrain destruction, how would you handle?
- Studios per city in USA, Canada and Australia?
- Coding Shaders In Unity - Basic Shader - Beginner Tutorial
- Creating a game engine, have the Engine as EXE, or the Game as EXE?
- Progression Systems Other Than Leveling Up Or Skill Trees
- How to create prepaid card for IAP testing?
- Employers: Will you consider hiring talent with anhedonia?
- A post apocalyptic Pokémon world
- Is it possible to create a game using JavaScript?
- How to properly display pixel art
- Currently working on a new Game Title Logo for DYSTOA, which one do you think is the best?
- Spherical Mask Shader - Unity CG/C# Tutorial (Part 1 - Shader Theory)
- Playing, Learning, Creating as a hobby: Unity vs UE4 vs ???
- Soundtrack Sunday #248 - Original Compositions
How do you make game art when you're not an artist? Posted: 01 Jul 2018 07:04 AM PDT |
Posted: 01 Jul 2018 08:25 AM PDT |
Posted: 01 Jul 2018 07:14 AM PDT |
What methods do you use to visually architect your projects at different stages? Posted: 01 Jul 2018 07:39 AM PDT This is a broad question, but that's really what I'm looking for. I personally make some very nonsensical diagrams when I'm first thinking about a project in the abstract, sometimes I draw crude bubbles to work out relationships, an architecture technique I borrowed. I once used ping-pong balls to wrap my head around a particular problem, which only made sense in my brain. That's far from any formal system like UML, and I'd love to know if you have your own abstract system, or have thoughts on popular or less-known formal methods. These don't necessarily have to be visual, paradigms like Literate Programming also serve a similar purpose of working from abstract concepts down to more concrete implementations. The crux of what I want to understand is how you personally represent ideas at different levels of abstraction, especially when you don't already have something in mind that's similar and can be used as a reference point. From system relationships, down to the details of an algorithm, or from scene flows down to detailed UX flows, what novel, less-known, well-known, or outright crazy methods do you use to visualise and help imagine these things? [link] [comments] |
Posted: 01 Jul 2018 03:54 AM PDT Hi! Doing some research, looking for examples of games where the player's ability to damage enemies directly is limited, and there's an emphasis on using enemies' attacks against each other or themselves. Particularly interested in examples of this in either the bullet hell or roguelike genre, or from top-down and / or 2D games, but any examples will be helpful. Thank you! [link] [comments] |
How big should my first game be? Posted: 01 Jul 2018 12:14 AM PDT I am just beginning in game development and I don't really know the scale of the first game I make. I know how to do simple things like movement and shooting. I tried to make a game before but never finished it because I tried to make it too big. I would like to actually FINISH a game instead of starting on it and then losing motivation. TLDR; What should the scale of my first, finished game be like? [link] [comments] |
Indie Game Devlog : Low Poly models & dialogue system Posted: 01 Jul 2018 06:33 AM PDT |
Trying to figure out the best way to combine sprites in Unity Posted: 01 Jul 2018 09:56 AM PDT Hi guys! I've already posted on /r/Unity2d about this same problem, but I figured I'd open the floor to discussion here to see what you guys might suggest. In my small game, right now, we have characters whos sprite sheets are all "parts". e.g, there's one spritesheet for the head, torso and legs. This allows us to combine people and mix/match. Right now I'm drawing individual sprites for each part of the body. Since we don't have many characters on screen at each time, I wasn't worried about performance. However... We now need to be able to apply shaders to the whole body, for things like battle effects, but we can't do it to each individual part. I originally thought I'd create a shader to take three sprites, output the combination, then do a second pass for whatever effect we have. Now, I'm thinking the best combination might actually be to generate textures at runtime of the sprite combination...but I can't help feel like I'm over complicating things. Do you guys have any thoughts on this? [link] [comments] |
Model & Terrain destruction, how would you handle? Posted: 01 Jul 2018 02:29 AM PDT I have a list of things I maintain as long-term interests. Things that won't get me paid (I don't work in game dev), but I'm interested in. One of them is model and terrain destruction. Complex model types can handle this by instancing models within, just place position,scale,rotation for simple things like hanging a picture in a minecraft house, or placing a throne inside a room in WoW. Terrain and actual mesh changing seem way more complex. Various forms of LOD algorithm seem to be able to simplify models at a distance, and I've seen a procedural demo of CLOD which simulated planetfall, I think using fractals. How would, or have you approached this? In blender and 3DSMax applications you can pretty trivially punch simple holes in models as an application user, and in Geo-Mod you can destruct the environment. Is this something that can be done on GPU? Could a binary tree be used to represent the outcomes and load n different sets of geometry to give the illusion? Besides storing literal states within a model format, what approaches have you used, or thought of using for model & or terrain destruction? [link] [comments] |
Studios per city in USA, Canada and Australia? Posted: 01 Jul 2018 11:28 AM PDT Hello! I am looking to relocate to an english speaking country, and one of the most important facts to decide where to go, is the amount of video games companies. For the UK, there is a website where you can see the amount of game studios per zones https://gamesmap.uk/#/map and was wondering if there any website like that for US, Australia and Canada. As well, any tip or advice? If you where from a country which don't have much jobs in games sector, you just finalized yourr studies, and you as well wanted to improve your level of english(hehe) where would you go? I guess... most important facts are: ·The amount of companies in that city or near. ·Video game events like Barcelona Games World or London Games Festival I literally do not have any preference between any of these countries, as well as I do not care if the weather is hot or cold [link] [comments] |
Coding Shaders In Unity - Basic Shader - Beginner Tutorial Posted: 01 Jul 2018 09:14 AM PDT |
Creating a game engine, have the Engine as EXE, or the Game as EXE? Posted: 01 Jul 2018 11:00 AM PDT So I am creating a game engine, and I am wondering about this: Whould I have the Engine being the EXE, that loads the Game DLL(containing the classes), or should I have the Game being the EXE, and have it load the Engine DLL? I am sure I want to separate them, so I don't have to wait forever for it to compile. But what would be best? I personally think Engine as EXE is best, but I am not sure why I think that. What do you think? [link] [comments] |
Progression Systems Other Than Leveling Up Or Skill Trees Posted: 30 Jun 2018 04:14 PM PDT Sorry, new user here. Probably mistook the purpose of this sub. I want to know if anyone knows of any progression systems that dont involve leveling up or skill tress? I don't want to make a game that is the same as every other game. And mechanics i think are very important and using the same just wont engage people. [link] [comments] |
How to create prepaid card for IAP testing? Posted: 01 Jul 2018 04:08 AM PDT I want to test IAP purchases of my Android game, each tester will need $4 on their credit (debit?) card. How can I create few testing cards as cheaply as possible? Does anyone have any info? Most services are geared towards normal use of cards but I literally only want to test 3 IAPs and then never again with the same card. [link] [comments] |
Employers: Will you consider hiring talent with anhedonia? Posted: 01 Jul 2018 12:29 PM PDT Passion is a big thing in gamedev. If you don't have "passion" you may as well not apply; I've had to learn this the hard way. I have been developing anhedonia thanks to a series of brain injuries and now it is fully on-set. I used to be employed in the games industry, but now no one will hire me because I lack "passion", thanks to my condition. Is this a death sentence for me? I can't get hired in other fields; no one else takes me seriously because of my history in games development. [link] [comments] |
A post apocalyptic Pokémon world Posted: 01 Jul 2018 12:24 PM PDT So I have just started game dev and 2d pixel art and loving it but was wondering if there are any games like Pokémon that are more R rated, in my eyes the way the world would really be. Like where do these animals get their meat and food. And how do they really act in the wild against each other over territory and resources. [link] [comments] |
Is it possible to create a game using JavaScript? Posted: 01 Jul 2018 11:24 AM PDT It doesn't really matter what engine I need to use, as long as I can code in JavaScript (as that's the language I've been learning recently) I'm good. So is there anything, or should I learn a more complicated language? [link] [comments] |
How to properly display pixel art Posted: 01 Jul 2018 10:55 AM PDT So im looking at examples or pixel art from multiples games to get an idea of how I should draw mine. Recently Ive been looking at Stardew Valley. In a game such as this one, since their tiles are 16x16. Are games like those zoomed in or are the tiles scaled up so it doesnt look so small? [link] [comments] |
Currently working on a new Game Title Logo for DYSTOA, which one do you think is the best? Posted: 01 Jul 2018 10:49 AM PDT |
Spherical Mask Shader - Unity CG/C# Tutorial (Part 1 - Shader Theory) Posted: 01 Jul 2018 10:00 AM PDT |
Playing, Learning, Creating as a hobby: Unity vs UE4 vs ??? Posted: 30 Jun 2018 10:38 PM PDT been learning python for a game related app for a while and i've been thinking about making a game myself just for the fun of it, and to see what could come out of it. I'll list the major ideas i've had. I would like to know what direction to go and how to spend my time. UE4 vs Unity? or something else? Try to write my own engine from scratch eventually? (probably not lol)
major thoughts ive had:
I was leaning towards UE4, but it seemed like unity had so much more resources (the first ue4 solution i searched online for i still havent found, which was that the fps seems to cap at 90 and i wanted to remove the cap. I thought it would be easy to find a solution, maybe i'm just spoiled for how easy it is to find python solutions on stackoverflow.). Also it seems like unity has a lot more to choose from in terms of free assets. But then I found that unity primarily uses C#? Which seems to counter my interest in performance and optimization. C++ it seems is what I want to go with for that. What would you recommend? [link] [comments] |
Soundtrack Sunday #248 - Original Compositions Posted: 30 Jun 2018 09:25 PM PDT Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves! Basic Guidelines:
As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate. If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome! [link] [comments] |
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