• Breaking News

    Saturday, July 28, 2018

    Unity's response to the personal email sent to user who left engine idle over night.

    Unity's response to the personal email sent to user who left engine idle over night.


    Unity's response to the personal email sent to user who left engine idle over night.

    Posted: 28 Jul 2018 09:32 AM PDT

    Adobe Flash’s Gaming Legacy — Thousands upon Thousands of Titles — and My Efforts To Save It

    Posted: 27 Jul 2018 09:55 PM PDT

    A little something different! What are your game marketing ideas (that you have or haven't put into practice?)

    Posted: 28 Jul 2018 10:13 AM PDT

    I'll start:

    • I had this idea of releasing my game on my website alongside steam etc; except on the website you can get a 10-20% discount if you "pay" with a share on facebook/twitter/whatever. Too easy to game the system? Hard to implement? Let me know your thoughts!

    Other thoughts:

    • Adding tons of tiny easter eggs/randomly generated funny things that encourages people to screenshot and share the game.
    • Try to set up cross-pollination with similar games/devs (seems hard to set up/reach out to someone already established; when you are not, though)

    What are your marketing thoughts/ideas/experiences? Feel free to poke holes or discuss other peoples!

    submitted by /u/JordyLakiereArt
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    Releasing a niche inside a niche inside a niche

    Posted: 28 Jul 2018 04:12 AM PDT

    So I've just launched my first game on Steam Early Access.

    Just thought I'd share a few thoughts.

    Reviews and feedback have been positive but the uptake hasn't been great.

    Obviously the first reason for this could be 'game aint that good'. Another reason for this could also be that I've targeted quite a small population of players.

    I released a VR game. The first niche. The market seems to be imbalanced, there is a flood of VR games into a player base that is a fraction of the size of traditional PC gaming. From what I've seen, there are more new VR games everyday than normal strategy games. This makes it significantly harder to get noticed.

    I released a strategy game. The second niche. VR right now is strongly associated with action-based games. Controllers are guns. Controllers are guns. Your controller is a giant hammer you can swing at a head. This makes sense - when you are given a set of controllers and put a headset on, who wouldn't want to be Neo from The Matrix.

    I released a transport tycoon style game. The third niche. Would strategy game players get a VR headset? Some will, but of these few they would be more into Tower Defence, RTS, warfare style games.

    This makes the game terribly hard to market. Majority of VR Influencers are looking for high tempo games with a visual oomph. My game is made to be played for hours at a time - a lot of it is just hopping around and looking at stats.

    Could this have been a non-VR title? Not the way it was currently made, but if the decision was made from the very beginning, potentially yes. However, the whole idea was that VR was a new medium and that there would eventually be demand for more relaxing tycoon style games that could be played hours at a time. I certainly wanted one - maybe this game is just for me.

    At the end of all this, I have a nice unique game, but I'm targeting a small group of players that are seemingly impossible to reach.

    submitted by /u/cjami
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    Client wont pay contractor after weeks of work, the idea was fundamentally flawed and its "my fault" so they wont pay.

    Posted: 28 Jul 2018 07:03 AM PDT

    Will make this short. Understandably legal advice is something that im considering however hearing fellow softies stories etc helps me put this into perspective after speaking to colleagues. Note this subreddit has always been nice, im fragile even as a businessman as of this time as i havent dealt with this before, but can speak about this casually with my peers and see what they think. Two sides to every story and ive tried to explain both.

    Few weeks back hired to do x amount of hours a week for a client making small apps. These should take no longer than a week or two.

    First app is starting to take too long to get a result, as large fundamental changes to code are needing removed / restarted. Once or twice sure, it happens with new ideas.

    Im following what they want, offering ideas on how to fix issues. I implement them and have lists on lists of changes and updates made. As i start on the next one im slowly realising that this isnt a relationship that i can continue as i had already put in a lot of unpaid overtime. With fears this was going to continue, i wanted out.

    The app in question is still not great at this point (as in when you read this) in the sense that, with all these changes the current result is only a few days work if started from scratch not weeks and now a fundemental change is needed for a feature that i should have known from the start but in reality they need to accept it will take a lot of time to fix so its worth restarting a large section.

    Client wont pay for these weeks as they "cant do anything with what was made" which sucks but this is why i wanted out. Im relieved i learnt that they are clients that dont follow contract and hold payments earlier rather than later. They are willing to pay on the few days worked on their next app - note they have a clear vision for this one so its easy to make.

    They havent decided what they want done to the app in question yet and are getting back to me but wont pay until i implement whatever they are asking, even so what ever they ask i think its still going to end up as a bad app. Its straight up blackmail. I have been in the industry for long enough and only have positives from everyone i work with, this is a massive set back mentally for me as it questions everything ive been doing for years. My profession and ability to meet very strict deadlines which i always have. Note this contract wasnt a project based, just put this much time into what we ask a week and give them the results.

    Thoughts on the situation, will happily reduce down if too long just let me know in comments and ill ammend.

    Software contracting is usually very straight forward, you want this i do it. done. This one however ...you want this, i do it. You dont like the end result even though it matches what you asked, they arnt paying. I cant fix something that is fundamentally broken from the core. Contract says x weeks over payment is a breach of contract, they have verbally said they arnt paying 1/2 x weeks before this deadline which is an issue.. The fundamental mechanic of the app isnt working as it did use to because things are added so i fixed it.. and now have to break it again to add this new thing. IF I did. which i dont want to as no pay.

    submitted by /u/clientwontpay
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    I got around 2k downloads in first week of my first game on google play. Will it be successful?

    Posted: 28 Jul 2018 07:53 AM PDT

    Hi! I am a solo indie game developer and a student.I recently launched my first game ever on google play and got around 2000 downloads and 26 ratings(mostly 5 star). So my questions are:

    1)Will it be successful or getting this much downloads is common?

    2)My game is currently at 138 position in top new free action games. Is it good sign or bad or its just ok?

    submitted by /u/AjayDwivedi1997
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    Pixel Game Maker MV - I put togeather a small tutorial on the basics of creating a 2D Side View Game. I hope it helps!

    Posted: 28 Jul 2018 02:05 AM PDT

    SDL Tile Rendering - What am i doing wrong?

    Posted: 28 Jul 2018 09:01 AM PDT

    So im a relative beginner to SDL and especially to texture/image rendering, but im currently working on a tile based game where at a time, there are ~1500 (of size 32x32) tiles visible.

    However if i just fill all those tiles with some test images, my fps drops to four, which shouldnt be the case for such a basic 2D game, especially since this is the only thing that has to be done at the moment.

    My tile render method currently looks like this

    texture = SDL_CreateTextureFromSurface(renderer, image); ScreenSurface = SDL_GetWindowSurface(window); optimizedSurface = SDL_ConvertSurface(image, ScreenSurface->format, NULL); SDL_RenderCopy(renderer, texture, NULL, &rect); SDL_DestroyTexture(texture); SDL_FreeSurface(optimizedSurface); SDL_FreeSurface(ScreenSurface); 

    How can or should i improve this? Where is my mistake?

    Do i actually have to create the texture and delete it in every single iteration?

    submitted by /u/dirtInfestor1
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    Screenshot Saturday #391 - New Paint Job

    Posted: 27 Jul 2018 08:07 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 music track from a game?

    submitted by /u/Sexual_Lettuce
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    To all fellow devs who go to Devcom, there are booths available, deadline is tomorrow!

    Posted: 28 Jul 2018 11:18 AM PDT

    How do you decide on what to work on?

    Posted: 28 Jul 2018 10:58 AM PDT

    Currently I have 3 projects, which should take around 1 month, and I can't decide on which one to take:

    1. Is an already released mobile title, which still has some flaws and I want to add some features to it. Player base is super small.

    2. Unreleased prototype with loads of gameplay testing to find the right game mechanics needed, before even getting to a state of 1.

    3. My first actual "App" instead of game. With 4 major Buggs + small restructure.

    TLDR: How do you decide between on what to work on? And what are some of your factors on what project to abandon?

    submitted by /u/Solocov
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    Friendly reminder to backup your project files

    Posted: 27 Jul 2018 12:51 PM PDT

    Just a friendly reminder: Back up your stuff. Commit and push (or whatever the equivalent of your source control tool is) right now, or if you don't have source control go ahead and set it up. It takes a couple minutes to get used to a tool that might save you hours someday.

    I just messed up while copying around folders, and if I hadn't pushed just a couple minutes ago, I would have lost a considerable amount of progress within a matter of seconds. I think I even messed up my .git folder somehow, since I couldn't return to the last commit anymore. Had to completely delete it and pull it from the remote.

    submitted by /u/therealsh0rti
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    How do you keep committed to working on your game for a long period of time?

    Posted: 28 Jul 2018 01:53 AM PDT

    I've been working on my current game for a total of a year and a half now, and I'm starting to feel like I'm not getting anywhere whatsoever in the development and like I'm anxious to move on. How do I cope with this and push through to release at least a somewhat finished product? How do you stay committed despite maybe not gaining much traction? Thank you!

    submitted by /u/Ninjaboy42099
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    Blender 2.8 PBR Node Addon Update

    Posted: 28 Jul 2018 09:37 AM PDT

    What is the best approach to implement movement and collision in 2D top down shooter in Unity?

    Posted: 28 Jul 2018 09:36 AM PDT

    Hi everyone! I'll try to be as short as possible.

    I'm doing 2D top down pixel art shooter where will be no physics at all. All I need is to make the player stop by walls and other obstacles; enemies run for him, stop by walls and other obstacles and that's pretty much it.

    I'm totally newbie here and I've googled many materials on that topic and I can't decide for myself what is better. As I understand it can be done via physics (Dynamic and Static Rigidbody2D) by setting forces at 0, via using Raycasting to calculate the distances and act upon them, via collisions or via trigger events and so on.

    What is the best way to implement it in Unity in terms of simplicity and optimization?

    submitted by /u/many-laced
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    I released Cubiques, Cubiques 2, Cubiques AR, Stickman World, Fuse Balls, and many other games and apps. Now I am sharing my knowledge through videos that I am certain will help you. This is not a me video, these are valuable content that I provide to game devs who work hard day and night.

    Posted: 28 Jul 2018 09:25 AM PDT

    Fun to remember one of the games that made me spent 3 years of my life on, I enjoyed it so much and also learned a lot which is why I got so many games finished after the learning lessons.

    Today, I am making YouTube videos about indie development and most of my learning comes from releasing Stickman World, Cubiques, Cubiques 2, Cubiques AR, Fuse Balls, Tiny Wheels, and many other games and apps that have been giving me the knowledge to keep growing my own brand.

    If you are interested in learning about game development or startups in general, I leave you a link to my channel here:

    https://www.youtube.com/channel/UCHM37DnT_QGJT5Zyl4EmqcA

    Also keep in mind that I don't focus about me here, I focus on you, I love providing helpful insight to everyone who is going through what I went through, I love sharing my knowledge to game developers because I myself am one and I know how hard it is to make a game.

    Thanks guys I appreciate your time !

    submitted by /u/dilmerv
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    Comparing Unity and UE4 in a 24-hour GameJam

    Posted: 28 Jul 2018 08:45 AM PDT

    A quick play through of a few custom levels of our game: Infinitrap - Rehamstered

    Posted: 28 Jul 2018 04:49 AM PDT

    I think my music would be a great match for a fantasy-oriented game. Hit me up if interested

    Posted: 28 Jul 2018 04:22 AM PDT

    Legality of using sports stars or other famous personalities in your game?

    Posted: 28 Jul 2018 02:19 AM PDT

    I would just be using 1 photo of each player, and then have say 5 or 6 soundclips from them.

    I remember there were some football games that made up fake names for the players and kind of got away with it. Does the answer change if you don't use their real name, or any name at all even?

    What about if the game / app is free and you don't make any money off of it? Does that change the answer?

    Any advice appreciated

    submitted by /u/223am
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    I’m not developing a game, I just can’t find any info on this anywhere and I’m very interested. Harvest Moon 64 and Harvest moon Back To Nature, how were those games created?

    Posted: 27 Jul 2018 06:49 PM PDT

    Dumb question I guess, but I find it strange that whenever people try to make a harvest moon clone, they choose the Stardew Valley route and try to make it like the SNES game. Why? The isometric pseudo 3D style that Harvest moon 64 and Back to Nature use seems sort of unique, and the sprites seem extremely simplistic.

    How were these developed? Why aren't game devs looking at that style of game anymore? I get that it's old and gritty looking, but how difficult is it to create a game similar to that style?

    submitted by /u/PofiePofie
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    Realistic Timeline - Porting a Console Title to PC

    Posted: 28 Jul 2018 05:01 AM PDT

    Hey everyone,

    I am a Computer Science Student with focus on Game Development in his final year and could require some help for one of our last projects. I am sorry if this sub-reddit is meant for professionals, but hey, you are the ones with the experience so where else to go!?

    We are asked to define a timeline/resources plan to port a game from AAA Console Game to PC from start to finish. Yes, you read correct, from Console to PC and not vise versa. There is no requirement on what type of game, the only thing said is, it can be a modest/casual game and doesn't need something amazing like "Horizon" or has complex multiplayer. We decided to look at something like a previous Assassins Creed. We work under the assumption that the game design is already approved and doesn't need more iterations as well as that all people on the project are experienced.

    This is our draft so far:

    1. Platform adaptation (~ 8 weeks)

    During this phase engine and gameplay coders are replacing console specific APIs and SDKs with similar ones that work on PC as well as get the whole project basically up and running without bigger issues/crashes.

    We estimated that it would make sense to work with 3 coders on this for roughly 8 weeks. They will work their way from one issue to the next until they have the project up and running.

    2. Adapting controls, gameplay, and UI (6-8 weeks)

    After the project is "working" on PC, it's time to look at the controls and gameplay features that will be "touched" by them, for example, movement and combat. At the same time, it's time to adapt the UI PC since they most likely were optimized for console.

    For the UI update, we estimated 2 coders + 4 UI artists. The UI artists could already start their process during phase 1 and will use phase 2 to produce the assets and iterate on the UI together with the coders who implement everything.

    For the controls and gameplay, we estimated 4 coders + 2 game designers. 1 coder will focus purely on getting smooth keyboard and mouse support in, while the other 3 will focus on feature changes together with the game designers.

    Since this phase is really hard to estimate we said something between 6-8 weeks.

    3. Graphics / Performance improvements (4 weeks)

    Upping the assets of the game can already start during phase 1, so this phase can focus on finishing the last stuff and then start optimizing them in-game where we can see the impact on the performance.

    For upping all assets we estimated 15 environment, 5 hard-surface, and 5 character artists. The whole update of the assets will take the 8 weeks (phase 1 and 2) and again 4 more weeks when they are in the game for optimizations.

    During the 3 weeks of getting the assets in, 2 coders, 4 technical artists, 2 level designers, 1 lighting artist, and 1 animator will support the process.

    Besides that, 3 engine coders will work 4 weeks on the shaders and getting advanced PC features in that are supported by newer systems or on the support of different DirectX and OpenGL versions.

    4. Testing & Bugfixing (4 weeks)

    Starting from Phase 2 its already important that we have QA included, not with a full team but 2-4 dedicated QA that will help the production team testing everything they commit.

    In the final stage of the project, a dedicated testing phase is needed before the game is ready to release, which should take around 4 weeks depending on the complexity of the changes and the project itself.

    We estimated to have 8 QA members, 2 engine and 4 gameplay coders, as well as 6 environment, 2 hard-surface, 2 character, 2 technical artists and 2 level designers during that time.

    Last but not least for the whole duration of the port, we need 1 producer, 2 project managers, 1 technical director, and 1 art director!

    Now... please tell me how wrong / naive we are! We are happy about any kind of feedback.

    submitted by /u/Error-UserNotFound
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    When to let people know about your game?

    Posted: 28 Jul 2018 04:13 AM PDT

    Hi guys, When should i post a trailer, open an itch.io page, let lets players and media know about it, upload screenshots, upload a trailer, post about my game and upload and promote a demo? So basically when to market? Sorry if the post is not acceptable, or the question's been asked before. Feel free to link old posts like this. Thanks.

    submitted by /u/udoc
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