Return of the Networking Thread! Post your gamedev-related Twitter |
- Return of the Networking Thread! Post your gamedev-related Twitter
- Zero-Overhead async/await for Unity by custom async statemachine with C# 7.0
- Free LowPoly Animated Knight
- Steam is entering the Age of Rocket Fuel – Morgan Jaffit – Medium
- WIP Wednesday #102
- Underwater World Shaders - Unity CG/C# Tutorial (Part 4 - Directional Noise Image Effect) (High Quality Video Tutorial)
- Game Entities and Game Loop
- What do you use to review your 3D Model exports?
- One click back end for Unity with Amazon Web Services... Valuable or Worthless?
- What are some of your favourite platformer tropes?
- How the animation in Moss creates an emotional experience
- An Interview with Peter Mulholland, ex-VP
- Blender Hardsurface Modeling & Snapping Tutorial
- Character Rigging & Cinematic Animation in God of War
- Are there any issues creating adult games using one of the popular game engines?
- Selective Attention or: How to not waste absurd amounts of money on things nobody will see.
- Generation of procedural paint splat effect and its export in UE4
- Making a 2d Fighter
- Any of you have had a successful revenue-share project? I'd love to hear your thoughts.
- Free CC0 Fight/Adventure music(Please follow/like)
- How do I Assemble an Indie Team?
- Creating Oblivion-inspired scene with UE4
- If you had more time as a gamedev what would you spend it on?
- Pricing For Games (Different Platforms etc)
- Share your set up! What's in your arsenal?
Return of the Networking Thread! Post your gamedev-related Twitter Posted: 10 Jul 2018 04:21 PM PDT Post your gamedev-related Twitter account here and use this thread to find new people to add to your personal network. Other devs will prefer adding your personal account, as opposed to a player-facing one, but feel free to post more than one account (and specify what they are). Out of respect for others, keep your post short -- we don't need your life story, just a link and a short blurb! Do this right and maybe next GDC, you'll glance at the tiny little Twitter handle on the badge of that person you just met and realize that you're actually long lost friends! [link] [comments] |
Zero-Overhead async/await for Unity by custom async statemachine with C# 7.0 Posted: 11 Jul 2018 05:34 AM PDT |
Posted: 10 Jul 2018 07:27 PM PDT Hey! As always, the packs are posted first on my twitter. Hope you like them and use them in any project! (If you use them send me screenshots! i love to see it) If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot! I will always make free packs too. I'll also start making some Patreon exclusive Blender text tutorials soon, included on the $3 tier. Here's my website if you want to check it out, all of the packs are there too. Includes: *9 Models (Blends, OBJ and FBX) (a few swords and helmets) and the knight character with 12 animations (walk, run, roll, attack, jump, idle, death,etc) How to add a weapon or armor to the knight:
Past Weeks: License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated). If you have any questions or problems tell me, i also have my Twitter DMs open! I'll gladly help as soon as i can. If you want you can follow me on Twitter. PS: In case you skimmed through the first part of the post, I'll start making some Patreon exclusive Blender text tutorials soon if you are interested, included on the $3 tier. Thanks a lot! [link] [comments] |
Steam is entering the Age of Rocket Fuel – Morgan Jaffit – Medium Posted: 11 Jul 2018 03:42 AM PDT |
Posted: 11 Jul 2018 07:40 AM PDT What is WIP Wednesday? Share your work-in-progress (WIP) prototype, feature, art, model or work-in-progress game here and get early feedback from, and give early feedback to, other game developers. RULES
Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] |
Posted: 11 Jul 2018 09:08 AM PDT |
Posted: 11 Jul 2018 04:47 AM PDT Hello, I'm looking how to use a Entity Component System (ECS) model to my new game. I want to implement something like the Component Pattern , by implementing a component that handle input, one that handles collisions and another one that renders the Entity. The Entity then 'calls' its components. The main loop, loops on each Entity and calls the update method. But it seems to have the game loop problem. What solution do you use?
[link] [comments] |
What do you use to review your 3D Model exports? Posted: 11 Jul 2018 03:48 AM PDT Hey, I know unity & unreal have most of these features but it'd be nice to have the model just by itself, manipulable freely. [link] [comments] |
One click back end for Unity with Amazon Web Services... Valuable or Worthless? Posted: 11 Jul 2018 05:09 AM PDT I recently developed and published my first game (after tons of unfinished micro projects). In the process, I learned that the most difficult part of development was getting 3rd party plugins to work (Google play games services is the devil). So, since I enjoy making minimalist games and want to make a bunch of em, I decided to create a cloud formation stack with AWS along with a unity package that sets up the foundation of a game. Essentially set the config variables with app id's, run the script, import the package, and you now have a game with: -Login from facebook, google, twitter -Device sync -Online save -Easy asset upload for dev and access to the downloadable content for users -Access to any serverless function you want to create (Serverless is awesome, it took me 30 min to add my own analytics into unity that uses Lamba and stores data in DynamoDB) All the logins get funneled into AWS cognito so aside from login, only one SDK is required for all back-end stuff. The unity pack I made works out of the box (after you put the identity pool ids in that the cloud formation created). An experienced developer mentioned that I should put it on the Unity asset store (which will require a significant amount of work on my end to clean it up/promote/support). Is this something that a significant number of people would find valuable? I worry that while this kind of thing is great conceptually, it would be very difficult for someone to troubleshoot without any knowledge of AWS. [link] [comments] |
What are some of your favourite platformer tropes? Posted: 11 Jul 2018 09:19 AM PDT So I'm developing a pure 2D platformer and I'm kind of fishing for ideas. Has there been anything you've really loved? Stuff I've already implemented and liked include Ledge Grab, Double Jump, Long Jump, Backflip, Springs and Hidden Blocks. but is there anything you don't see enough of? All feedback appreciated. [link] [comments] |
How the animation in Moss creates an emotional experience Posted: 11 Jul 2018 10:57 AM PDT |
An Interview with Peter Mulholland, ex-VP Posted: 11 Jul 2018 08:45 AM PDT |
Blender Hardsurface Modeling & Snapping Tutorial Posted: 11 Jul 2018 10:50 AM PDT |
Character Rigging & Cinematic Animation in God of War Posted: 10 Jul 2018 07:05 PM PDT |
Are there any issues creating adult games using one of the popular game engines? Posted: 11 Jul 2018 04:22 AM PDT Hello everyone, I currently make a living drawing raunchy pictures and am playing with the thought of branching out and creating a game in the same vein. Now I am wondering if there might be any problems building it using Unity or Unreal. They are US companies after all, which tend to be a bit touchy with anything sexual. I tried googling for a while, read through their licenses, but I can't find a definitive answer. Do they "care" what you do with their engine? Would they try to influence my design if it gets negative attention? Could I end up stuck with a broken project because they decide to rescind my license if my game gets too raunchy? Did they ever give a definitive answer to these questions, either way? Did they ever, explicitly state that they allow any content being created with their engine? I am honestly a bit worried if there is no definitive "yes" or "no" somewhere, grey-zones are too unstable. While completely different, a company like Steam suddenly enforcing "no titties" overnight without proper warning is a bit worrisome. If it would happen from one of the engine-companies it would be a death sentence for the project, most likely. [link] [comments] |
Selective Attention or: How to not waste absurd amounts of money on things nobody will see. Posted: 11 Jul 2018 11:27 AM PDT |
Generation of procedural paint splat effect and its export in UE4 Posted: 11 Jul 2018 11:13 AM PDT |
Posted: 11 Jul 2018 09:54 AM PDT Hello, I am trying to make a 2d fighting game similar to the old Mortal Kombat as a fun project in Gamemaker Studio 2. The problem is I don't know where to start. I know the game Rivals of Ather was made in gamemaker so I know it is possible to do this. If anyone knows any tutorial videos or help I could get that would be fantastic. If you suggest another game engine that you think might work better that would be great too. Thanks! [link] [comments] |
Any of you have had a successful revenue-share project? I'd love to hear your thoughts. Posted: 11 Jul 2018 05:36 AM PDT Hello there! My project reached a point where the prototype is mostly game-play ready, and from this moment onward is basically top it up with new stuff and side mechanics (new weapons, new characters, new enemies, etc, ... ), fix bugs, do regular public builds and iterate on player feedback. I've been toying with the idea of looking for an artist to join me, either hiring externally or on a revenue-share model, the key is not because I'm not comfortable with the art side, but because I want to focus the limited time I have on coding, improving game-play and project management. Hiring and paying somebody in this case has more cons than pros as I could do the art myself, just would take longer to publish (which is not really a problem neither, as this is a side-project for fun, learning and maybe profit) and I rather prefer to invest money in marketing. I've seen 99% of revenue-share projects fail because there's no clear project behind it, normally a Google Doc or an idea from somebody that has no skills whatsoever and wants a team to build "his game", which is not the case and for this I think I could attract somebody that really wants to have a project in the market and say: I did this. My initial idea would be something in the lines of: - We would sign a contract. If any of us fail to deliver consistently, we split and each keeps its own stuff. No hard feelings but no BS either. - Good communication should be essential, either sync or async depending on time zones. - Is up to each how much time we dedicate to it. I invest around 10 hours weekly, some weeks more, so I would expect the same or approximate commitment from the other part. - We would split marketing efforts (let's say I can write a weekly devblog and the other person can share cool gifs in Twitter). - Once the game is published, there's still work to be done, aka: bug fixing, enhancements, support, etc, ... Would be great to hear your thoughts about this. Any feedback or comment is appreciated. [link] [comments] |
Free CC0 Fight/Adventure music(Please follow/like) Posted: 11 Jul 2018 08:19 AM PDT |
How do I Assemble an Indie Team? Posted: 11 Jul 2018 11:39 AM PDT I've been working on a personal project called Magical Life for 6 months when I can around life events, but I could really use some help. I have the programming skills, but game art is not my strong suite. The scope of the game is large, so I realize I need a team working with me. How do I entice others to help me work on my project? Edit: This is just a hobby project, I don't have any money for it. [link] [comments] |
Creating Oblivion-inspired scene with UE4 Posted: 11 Jul 2018 02:38 AM PDT |
If you had more time as a gamedev what would you spend it on? Posted: 11 Jul 2018 11:16 AM PDT So basically, we're all always out of time and some stuff is postponed for the last minute... So here's a question I am interested in: if you magically had 48 hours per day (instead of the usual 24) to allocate to gamedev, how would you spend your excess time? [link] [comments] |
Pricing For Games (Different Platforms etc) Posted: 11 Jul 2018 03:15 AM PDT Hey. I'm working with my brother on our first game. So far it's going really well, and we are getting close to having a playable demo for everyone, but I'm just trying to do some research for when the game is out on pricing. We are thinking of releasing on Steam + Mobile Apps like the App store etc, but wondering about prices. We were thinking of going for £2.99 for Steam, but saw that price wasn't really common in mobile app's, so wondered if anyone had any advice on what would be best to do. Maybe have them 1.99 each, or do 1.49 on the app store and 2.99 on steam, but maybe with something extra? or both for 1.49. Just some examples of what we were thinking. Any advice would be hugely appreciated. Thank you Sam [link] [comments] |
Share your set up! What's in your arsenal? Posted: 10 Jul 2018 04:21 PM PDT What's your setup for programming, asset creation, audio, etc? If you code, what language(s) do you use, what engine? What's your target platform and OS (Linux, Mac, Windows)? If you're an artist, what's your favourite tablet, camera, editing software? Just looking to get a conversation going. [link] [comments] |
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