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    Thursday, August 2, 2018

    An art assets size guide with templates for Steam Store Page, Community Hub, Dev pages, Twitter, Facebook, YouTube, Reddit, Discord and more. Because I had enough of making assets and just wanted to make this task a little easier. I really hope it helps! It's a Work In Progress.

    An art assets size guide with templates for Steam Store Page, Community Hub, Dev pages, Twitter, Facebook, YouTube, Reddit, Discord and more. Because I had enough of making assets and just wanted to make this task a little easier. I really hope it helps! It's a Work In Progress.


    An art assets size guide with templates for Steam Store Page, Community Hub, Dev pages, Twitter, Facebook, YouTube, Reddit, Discord and more. Because I had enough of making assets and just wanted to make this task a little easier. I really hope it helps! It's a Work In Progress.

    Posted: 02 Aug 2018 09:18 AM PDT

    Xenko C# Game Engine is now fully opensource (MIT) and community-based!

    Posted: 02 Aug 2018 12:13 AM PDT

    PC Gamer is looking for games in development to write a preview about

    Posted: 02 Aug 2018 08:15 AM PDT

    Mobile Free to Play | Top 10 Game Mechanics for Hyper Casual Games

    Posted: 02 Aug 2018 06:48 AM PDT

    Modeling a Tracer Pulse Pistols GameMesh in maya zbrush Part 4 gun

    Posted: 02 Aug 2018 09:27 AM PDT

    How to handle densep "pedestrian" spawn in an open area of a game?

    Posted: 02 Aug 2018 02:27 AM PDT

    *dense

    This might be a silly question (and sorry if it is) but we are making a game a 2D game with a small-scale open area and we would love to put a mildly dense NPC/Pedestrian count following the road.

    Right now we are spawning a number of NPCs outside the camera view and randomly within an area and destroying them if they are too far away from the camera.

    Problem with this approach is with randomly generating spawn position in an area at times "flocks" NPCs closer which we'd prefer a bit more even spread

    Is there a better way to go about this or to optimise this approach?

    submitted by /u/chemx32
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    2D Dash Mechanics - What are your favorite?

    Posted: 02 Aug 2018 06:20 AM PDT

    TL;DR - Which 2d or 2.5d games have your favorite dash mechanics?

    I'm implementing a dash mechanic into my 2d platformer. My initial implementation mirrored the dash in Mega Man X. However, when I had my wife play test the movement mechanics, I found that she wasn't dashing at all. If she did, the mechanic of dash jumping, especially dash jumping off of a wall, was not intuitive to her at all. This got me thinking and researching a bit.

    Checking out the dash mechanics in other games with tight controls, like Ori and the Blind Forest, Hollow Knight, and Cuphead, the dash is an atomic action. On dash button down, the character dashes forward quickly and overtakes player input during the dash. This is very different from the Mega Man X dash where the dash can be stopped at any time by releasing the dash button, jumping from a dash gives more horizontal movement speed until grounded (or wall stick), and you can dash jump off of a wall.

    From a design perspective, there's an allure to the atomic dash. By making the dash simply execute on dash button down and always be the same distance and speed, the player not only gets predictability, but it frees up them up mechanically to focus on other aspects of the game. For example, in Cuphead, the player is constantly jumping and shooting - imagine having to hold dash the entire time during that! This also makes the game more accessible to lesser skilled players, broadening the audience for the game. It also frees up the designer to emphasize other aspects of gameplay since they don't have to count on the player constantly pressing and holding the dash button.

    However, the Mega Man X series is renowned for its tight controls and good gameplay. The X series was created in the early 90's so we've had almost 30 years of game design advancement, but there's something so visceral and... right feeling about the way Mega Man X plays.

    What are your thoughts? Do you have any modern examples of 2d games implementing a MMX style dash? Do you enjoy the MMX dash or the atomic dash more?

    submitted by /u/metalcheezburger
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    My game is out in 2 weeks, need help!

    Posted: 02 Aug 2018 10:00 AM PDT

    My first release on steam is coming out in 2 weeks, any tips for marketing? Right now I got instagram and I use that method, where you follow4follow, now got 500 followers. I don't really know, if this is a lot, or not, but on twitter I don't use that method and got only 20 followers. Those are my only sources of marketing. Oh and I have a website with upcoming games, updates, blogs, giveaways (after release), and I don't even have a single email in my mailing list, that's sad. But still let's consider a fact that I started these marketing things - website, instagram and twitter, like, what 3 days ago? So any tips or help?

    That's the site, if you want to check out. (if doesn't work hazierstudio.com)

    oh and a question; Should I try the same marketing method where you follow4follow on twitter? Because that seemed to work on instagram.

    Thanks for your time.

    submitted by /u/TerraStudio
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    How do you start creating a world?

    Posted: 02 Aug 2018 07:43 AM PDT

    This is probably a weird question, but I've been playing around with unity, I've made a character with working mechanics/animations, pushing, reading signs, talking with NPC's, etc.

    Now I want to put him and NPC's in a game, but I have no idea what kind of world I want to make, or anything story-wise.

    How do you start to create worlds for your games?

    submitted by /u/InsertWitt
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    3D effect as seen in "New Star Soccer"

    Posted: 02 Aug 2018 08:14 AM PDT

    Hi. I'm currently making a 2D/3D football game, and I am trying to create a fake 3D effect as seen here: https://www.youtube.com/watch?v=qq7foGuVPvI. I have read that games like clash royale use 3D models rendered in as sprite sheets to deal with making characters look 3D. However, I am struggling to think of how I will recreate ball movement in a fake 3D environment. There will only be one camera angle.

    I am using cocos creator to create my game, and the two approaches I am currently thinking of taking are:

    a) Creating a third axis in my code, a z-axis, which will increase the y-axis position of the ball based on how 'high' it is.

    b) Maybe trying cocos 3D to integrate into my project, but I am reluctant to do this because I fell like I am not using enough 3D stuff to warrant the extra game size of a 3D engine (the same reason I move away from Unreal Engine after making my first 2D game)

    Thanks in advance for any help :)

    submitted by /u/kerds78
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    SCENESETTERS: Free Music Library for setting up atmospheres, ambiences, and various scenes! Great for tense or mysterious scenes.

    Posted: 02 Aug 2018 11:53 AM PDT

    Hello! I am a jack-of-all-trades creator with a special interest in various areas of animation, graphic novels, music creation, and game development. Long-story short, I am still trying to network properly, and I figured a good way to do that would be to give back to the creative community a little bit! I have created a musical folder for myself... a customized sound library of technical textures, atmospheric layers, and scenesetting pieces... that I am able to use in a variety of audio compositions.

    And now I will share these with you! They are hosted on Amazon's cloud drive. The password you will need is "dreambrush," which also happens to be the name of my small studio. I would shill my Patreon and Facebook and Twitter links here, but I kind of feel that it would be in poor taste, so you can find those links in the README file included in the download.

    https://www.amazon.com/clouddrive/share/VrANsSZiWnxSj9wMkeoGhtZ34BL0CGhIATxGf8dW8Ed

    I hope that you find use from these musical scores I created! Credit is not necessary, but is much appreciated. Just don't claim these individual pieces as your own, and you're golden! Use them in your commercial projects, whether it's a musical album, a film, or a video game! Share the link with your friends so they can download! Have fun! And if you are willing, support my endeavors at the included links listed in the README! I hope you all enjoy my SCENESETTERS.

    Set some beautiful scenes of artistic vision!

    SPECS: Mastered in 24-bit, 48 KHz WAV and then downsampled to 16-bit, 44.1 KHz FLAC (no dithering or noise shaping applied... only a slow, high quality compression algorithm used with Reaper's maximum quality setting).

    submitted by /u/B-Hues
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    (x-post) Geography Wars! - A "find the city" online multiplayer game

    Posted: 02 Aug 2018 11:53 AM PDT

    Hey r/gamedev!

    Development has started for a new online multiplayer game based on the old Xbox indie title called Geography Wars! The vision of the game is as follows:

    1. You are matched with another player of similar skill level.
    2. You are both given a city name and have to pin it's location on a world map.
    3. The actual city location is revealed along with the other player's pin.
    4. Whoever is closest to the city, in kilometers, wins the round. Best out of 3 rounds.
    5. You get experience points for wins and move up the rankings.
    6. You can puchase in-game boosters to help you win. Like TIMER ZAP (zap your opponent's timer down 10 seconds) or MAP FLIP (distort the map of your opponent making it harder to pin an accurate location)

    We want feedback on ANYTHING. Is this a cool idea for a game? Would you play it? Which features do you hope it has? Any booster ideas that would be fun to use? etc.

    Anyone interested can be apart of the entire design and development process by playing free BETA versions of the game, providing feedback and playing the changes. We want to make something that people actually like and want to play! If interested, send me a PM or make a comment below. Let's make a fun game together :)

    submitted by /u/wesdaco
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    History of Denuvo - the DRM for DRMs. Should you get this for your game? For how long can it keep your games safe?

    Posted: 02 Aug 2018 11:48 AM PDT

    How Game Designer Stephen Richards (Stronghold Crusader 2) got into the industry, thought some of you might be interested! (Timestamped)

    Posted: 02 Aug 2018 07:54 AM PDT

    Sword And Bosses - (Official Trailer) (Download link in the description)

    Posted: 02 Aug 2018 11:39 AM PDT

    Wrapping a polygon around a cylinder?

    Posted: 02 Aug 2018 07:41 AM PDT

    I'm curious if anyone can direct me to a paper, blog, or other resource explaining how I can bend a mesh along a curve during runtime, much like Blender's curve modifier or Maya's curve wrap. I'm working on a puzzle game where initially flat meshes are placed on a cylinder as if they were stickers or fliers being stuck to a pole. My prototype currently accomplishes this via orthographic projection, but this distorts the meshes in a visually unappealing way.

    submitted by /u/ErsatzBat
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    I am a Community Manager for a game opening up to thousands of people tomorrow, I'm nervous. ask me anything

    Posted: 02 Aug 2018 09:54 AM PDT

    After 2 years and a few months of development on our game, we are ready to call it "Beta" and open it up to tens of thousands of players tomorrow. I've never quite done that before. I have personally been trying to build awareness of that game full-time for a good year. I feel like the moment we open up the game, I will get to see if my efforts worked or not. With so many games out there, so many fall and die. I hope we'll defy the odds.

    Will we have enough players after all? Will people have fun? I don't know and its driving me crazy.

    submitted by /u/LornHg
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    Braid 10th anniversary Critical Compilation

    Posted: 01 Aug 2018 10:03 PM PDT

    Running a Unity client & server in the same editor instance �� (SpatialOS GDK for Unity)

    Posted: 02 Aug 2018 09:03 AM PDT

    What are the methods you use to work with game testers?

    Posted: 02 Aug 2018 08:38 AM PDT

    So we're about to embark in the game testing stage of our game. I'm about to hire a game tester but I wasn't sure how to tackle this. I was thinking of recording their full gameplay, have them try to break the game and document any bug found in a form where they'd write down the details and the time in the recording timeline where they found the problem.

    How do you do your game testing? Do you do it yourself? Do you hire someone? You just release it and patch it later (lol)? Interested to know...

    submitted by /u/DobleR88
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    How to Make Dying Fun - Gabes Blog

    Posted: 02 Aug 2018 07:01 AM PDT

    anti-cheat for multiplayer games...

    Posted: 01 Aug 2018 07:27 PM PDT

    i'm currently in development of a multiplayer shooter i plan to get on steam.

    I'm wonder what kind of measures indies can easily take to reduce cheating in their games...

    anyone here that has released a multiplayer game, has cheating/hacking been a big problem in your community?

    submitted by /u/thecriesofthecarrotz
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    Voodoo: from indie studio to mobile publishing giant in less than two years

    Posted: 02 Aug 2018 09:43 AM PDT

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