• Breaking News

    Wednesday, August 29, 2018

    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!


    Finally learned blender to make, rig, weight paint and import it into Unity! As a beginner this makes me so happy!

    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

    Music Game Jam starts this weekend (Sept 1-15) - make a music-related game, win prizes, and get feedback from 40+ YouTubers/streamers!

    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!

    submitted by /u/JoeHambley
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    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

    • Do promote good feedback and interesting posts, and upvote those who posted it! Also, don't forget to thank the people who took some of their time to write some feedback or encouraging words for you, even if you don't agree with what they said.
    • Do state what kind of feedback you want. We realise this may be hard, but please be as specific as possible so we can help each other best.
    • Do leave feedback to at least 2 other posts. It should be common courtesy, but just for the record: If you post your work and want feedback, give feedback to other people as well.
    • Do NOT post your completed work. This is for work-in-progress only, we want to support each other in early phases (It doesn't have to be pretty!).
    • Do NOT try to promote your game to game devs here, we are not your audience. You may include links to your game's website, social media or devblog for those who are interested, but don't push it; this is not for marketing purposes.

    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.

    All Previous WIP Wednesdays

    submitted by /u/Esmeraude
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    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

    • Blizzard

    • Riot

    • Roblox

    • Playstation (listed as playstation but it's sony obv)

    • Zynga

    • EA

    • 2K

    • Ubisoft (?)

    • Vicarious Visions

    • Relic Games

    What else is there?

    edit: added some companies from comments

    submitted by /u/127-0-0-1_1
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    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!

    submitted by /u/vindicategames
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    Are Singletons really so bad?

    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?

    submitted by /u/le57percent
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    A primer on basic 2D collision detection with Minkowski differences

    Posted: 29 Aug 2018 11:44 AM PDT

    Casual mobile game marketing

    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!

    submitted by /u/geekquiddity
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    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!

     

    Tutorial

     

    Thank you and enjoy!

     

    submitted by /u/Gabz101
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    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?

    submitted by /u/idk_tho
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    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 ?

    submitted by /u/themistik
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    Creativity and Digital Games

    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 :)

    submitted by /u/nextheaven
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    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.

    submitted by /u/gente_boa
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    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?

    submitted by /u/AncientVigil
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    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).

    • Adding a virtual method to PlayerState to handle inputs that are passed down through PlayerController. e.g. PlayerState.onJumpPressed(), PlayerState.onJumpHeld(), PlayerState.onJumpReleased()
    • Creating a separate "Virtual Controller" class to which PlayerInputController sends inputs, and from which each PlayerState polls for contextual input in its update loop.

    Thanks for reading, and looking forward to having my life changed!

    submitted by /u/CrippledMasterpiece
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    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.

    submitted by /u/coleowing
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    Prospects for Organising the Videogames Industry: Interview with Game Workers Unite UK

    Posted: 29 Aug 2018 09:14 AM PDT

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