Finally learned blender to make, rig, weight paint and import it into Unity! As a beginner this makes me so happy! |
- Finally learned blender to make, rig, weight paint and import it into Unity! As a beginner this makes me so happy!
- Unreal Engine 4 Tutorial - Physics Based Rope Swing (link below)
- Pixelart Tutorials of the Month 08/2018
- Music Game Jam starts this weekend (Sept 1-15) - make a music-related game, win prizes, and get feedback from 40+ YouTubers/streamers!
- How To Improve Your Game With Scriptable Objects - Unity
- How is recoil correctly handled in games?
- WIP Wednesday #105 - It's been awhile!
- Game companies with internship opportunities
- How to Consistently Make Profitable Indie Games
- My game is going into early access... Now what? Advice appreciated!
- Are Singletons really so bad?
- A primer on basic 2D collision detection with Minkowski differences
- Casual mobile game marketing
- Unity 3D Game Kit Tutorial : Enemies
- Unity 2018 - Game VFX - Projectile/Bullet Raycast Tutorial
- Running collision detection on a separate server through RPC calls?
- Creating a metroidvania game ? What do I need ?
- Creativity and Digital Games
- Payment processors that handle sales tax for you?
- When using instanced rendering in unity, is there any way to control the draw order.
- Best way to turn PlayerInputController inputs into PlayerController actions?
- Dan Floyd (Ex-Extra Credits Voice) Discusses How to Animate a Smash Bros Character
- Make games and stay afloat: game marketing 101
- Would like some feedback on Attack Fx. Tips or CC welcome.
- Prospects for Organising the Videogames Industry: Interview with Game Workers Unite UK
Posted: 29 Aug 2018 05:26 AM PDT |
Unreal Engine 4 Tutorial - Physics Based Rope Swing (link below) Posted: 29 Aug 2018 02:25 AM PDT |
Pixelart Tutorials of the Month 08/2018 Posted: 29 Aug 2018 08:27 AM PDT |
Posted: 28 Aug 2018 06:48 PM PDT |
How To Improve Your Game With Scriptable Objects - Unity Posted: 29 Aug 2018 06:22 AM PDT |
How is recoil correctly handled in games? Posted: 29 Aug 2018 11:57 AM PDT Hey guys, Took a little read through this subreddits post history and found some interesting things but not quite what I was wondering, I saw some good projects such as this 'no heros' game and was wondering, what system should I aim to learn about. Im making a little FPS project and want to now tackle the animation/recoil stuff. I have my own models so can learn to animate correctly if that is the best path, but I want to know, how is recoil generated and controlled in leading games such as Battlefield, Rainbow Six Siege or PUBG. Dont get me wrong these games have huge teams to perfect this but I just want to know how they do it, and what I could feasilbly aim to learn on a 1 man scale. Each game has its own unique feel and flavor to recoil like Siege can be very punishing, as can PUBG in full auto, where as Battlefield/COD not so much. Can anyone share any information on how these games might treat this?? Thanks guys! [link] [comments] |
WIP Wednesday #105 - It's been awhile! Posted: 29 Aug 2018 06:22 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
Remember to use #WIPWednesday on social media for additional feedback and exposure! Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] |
Game companies with internship opportunities Posted: 28 Aug 2018 04:50 PM PDT It's the start of another tech summer internship recruiting cycle, so let's list some companies that offer internships in this industry. I know
What else is there? edit: added some companies from comments [link] [comments] |
How to Consistently Make Profitable Indie Games Posted: 29 Aug 2018 09:36 AM PDT |
My game is going into early access... Now what? Advice appreciated! Posted: 28 Aug 2018 05:43 PM PDT Hey r/gamedev! I've been working a pixel art beat'em up game full time for the past year. It's been a project between me (art/design) and my brother (programming). We're finally ready to go into early access and we just published our trailer: https://www.youtube.com/watch?v=M7Rf5Stauq8& I would love to get feedback on this trailer. The plan is to create more trailers as we continue to work on the game -- however, I'm not sure what I should be featuring in these trailers. Any advice would be great! Before release, we plan to add a ton more content... More enemies, new characters, and a ton more stages. We also want to incorporate player feedback into the game before we fully release. We've been responding to peoples' inquiries on Twitter, reddit and on the steam community page -- but is there anywhere else we should be aware of? And should we be reaching out to PR agencies? Or are there any specific ones that help indie studios? Thanks for your help! [link] [comments] |
Posted: 29 Aug 2018 11:53 AM PDT What's your opinion on Singletons? Some people seem to really dislike them, particularly for the fact they allow global access. However I can think of times I've seen them used where it seemed to work fine. Are Singletons really that bad, or do they just get used for the wrong things often? [link] [comments] |
A primer on basic 2D collision detection with Minkowski differences Posted: 29 Aug 2018 11:44 AM PDT |
Posted: 29 Aug 2018 07:42 AM PDT I've just finished my first ever game and I'm getting ready to launch it on the Google Play store but have no idea how to go about marketing it. I've done some research and looked into game marketing but there wasn't really anything about how to market a casual mobile game. For context, it's a simple infinite runner/flyer where you have to avoid objects and try to get a high score. Similar to flappy bird but a bit different in the style and gameplay. There really isn't much to it and it's fairly simple (it is my first game afterall) but is fun to play and hard to master. You can see my tumblr dev blog on geekquiddity.com if you want a better idea of the game. No idea how to market that to the masses and increase it's visibility. Does anyone have any advice for marketing a casual game? Any insight or suggestions would be most helpful. Thank you! [link] [comments] |
Unity 3D Game Kit Tutorial : Enemies Posted: 29 Aug 2018 11:26 AM PDT |
Unity 2018 - Game VFX - Projectile/Bullet Raycast Tutorial Posted: 29 Aug 2018 11:24 AM PDT Hey there! Made a tutorial on how to create projectiles / bullets with raycasts. We use Unity built in Particle System, Photoshop and Blender to create our elements and then create some code for the projectiles to come alive!
Thank you and enjoy!
[link] [comments] |
Running collision detection on a separate server through RPC calls? Posted: 29 Aug 2018 07:38 AM PDT So right now I have a game server that keeps track of player's game state.. but I also want to run collision detection on the server side. Although.. this is CPU extensive for obvious reasons. Is it feasible to have the server make an rpc call to another server to do these calculations? [link] [comments] |
Creating a metroidvania game ? What do I need ? Posted: 29 Aug 2018 11:19 AM PDT Hi, The more I think the more I'm interested to create a metroidvanilla game. Theses times I'm really fond of the genre and It's something I never tried to create. For me I'm still a newbie because I never released something (outside of Beta/Alpha), I have a few project, like card games, space shooters, RA games, I tried a lot of stuff but never found "the" thing. I tried Unity, Construct, RPG Maker... So, I'm asking, where Do I start ? Any recommendations for a engine ? Thanks for reading me, and helping me ! PS : This time, no fails in the tilte, no Flair in the title. I'm okay now or do I forget anything else ? [link] [comments] |
Posted: 29 Aug 2018 11:00 AM PDT Hello! Do you stretch the limits of games? Do you play with the rules rather than by them? Do you think games are creative? I am a second year PhD student at the Institute of Educational Technology at The Open University. My project focuses on the little explored area of creativity in/around digital games, and what players may learn from being creative in games. This also includes what aspects of game-based creativity are transferable to other areas of life such as the workplace, other hobbies or formal educational settings. I am seeking people over the age of 18 who regularly play (3+ times per week) a range of different digital games– online, offline, on PC, console, mobile or any other digital medium. I'm also interested in hearing from speedrunners, modders, AAR writers, cosplayers, fanfiction writers, game artists, developers and those engaged in any other game-related creative pursuits. Taking part will involving filling in an online survey. To take part or find out more please visit: r/https://openuniversity.onlinesurveys.ac.uk/creativity-and-learning-in-digital-games No personal information is collected. You can provide your email address at the end if you wish to receive a summary of the research findings, resulting thesis or be included in further notifications about this project - however, this is entirely optional. Also, if you know of anyone else who may be interested I would be very grateful if you could pass this on :) [link] [comments] |
Payment processors that handle sales tax for you? Posted: 29 Aug 2018 10:51 AM PDT I'm developing a game for iOS and Android, but would like to make a desktop and web version that will need some form of payment processing. Apple and Google both handle sales tax and VAT for you, so you don't have to remit taxes. They do it. Are there any processors that do the same thing? PayPal, Stripe, and others don't do it, although some provide APIs to show how much sales tax to charge. I found one called FastSpring, but they don't do in-app purchases. Any ideas? Is there a way I could use Google Play payments or Apple payments in a website and cross-platform desktop game? Edit: I don't mind paying more fees for this. I'm happy to let Google and Apple take 30% because it means I don't have to handle this sort of thing. [link] [comments] |
When using instanced rendering in unity, is there any way to control the draw order. Posted: 29 Aug 2018 10:43 AM PDT Also posted on r/Unity3D When using Graphics.Drawmeshinstancedindirect, is it possible to control the order they are rendered in. Would sorting the arguments buffer have any impact? [link] [comments] |
Best way to turn PlayerInputController inputs into PlayerController actions? Posted: 29 Aug 2018 10:35 AM PDT Hey guys. I'm hoping you can help me put to rest a problem I face every time I start a new project with a controllable character. There's no shortage of tutorials or advice on the internet on how to set up a controllable character. All of my characters, at a minimum, tend to comprise of: PlayerInputController - Reads device input and "sends" it to the Player PlayerController - Contains the current state of the player and has methods like "jump()", "die()", "moveForward(float speed)" that tell the player to change its state PlayerStatemachine with PlayerState(s) - Various states that govern exactly how the player is behaving, e.g. IdleState, JumpState, DyingState, etc.. Calling PlayerController.jump() would set the player's state to JumpState, which would pop the player into the air and change it to LandState once it starts touching the ground. Nothing revolutionary! My question is: What do you guys find to be the best way to "send" the input read by the PlayerInputController to the PlayerController? A lot of character control examples that demonstrate a PlayerInputController tend to just call PlayerController.jump() if the jump button is pressed. This means that I either have to execute logic in the PlayerInputController on whether or not a jump is valid (already jumping, dead, trapped, etc), or place logic in PlayerController.jump() to determine that a jump is valid which, while much better than doing so in PlayerInputController, is ultimately placing a limitation on the PlayerController where I'd much rather be placing a limitation on the PlayerState. I tend to bounce between two methods that I'm not super happy with. I originally started to write a sentence or two explaining what I don't like about these, but their severity probably ranks at "pet peeve" and I'm more interested in hearing about methods I'm not currently familiar with than potentially debating two methods that I've been successfully using for years despite not being happy with them (though if anyone else is using the "VirtualController" method, I'm interested in seeing what your implementation looks like).
Thanks for reading, and looking forward to having my life changed! [link] [comments] |
Dan Floyd (Ex-Extra Credits Voice) Discusses How to Animate a Smash Bros Character Posted: 29 Aug 2018 10:24 AM PDT |
Make games and stay afloat: game marketing 101 Posted: 29 Aug 2018 02:07 AM PDT |
Would like some feedback on Attack Fx. Tips or CC welcome. Posted: 29 Aug 2018 09:29 AM PDT I've started making weapon slashes for my Metroidvania title "Gazard." I have very little experience doing this sort of thing. Here are 4 examples: https://imgur.com/a/SvTnWwM I'd appreciate some extra opinions before moving forward and making the rest. I've had trouble finding guides / do and don'ts when it comes to Fx. Each game I've looked at has gone about it in very different ways. Personally, I like the snappy way these appear on screen, as opposed to slowly animating the swipes, felt sluggish. [link] [comments] |
Prospects for Organising the Videogames Industry: Interview with Game Workers Unite UK Posted: 29 Aug 2018 09:14 AM PDT |
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