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    Saturday, August 25, 2018

    I made unpopular game but found meaning even here

    I made unpopular game but found meaning even here


    I made unpopular game but found meaning even here

    Posted: 25 Aug 2018 04:28 AM PDT

    Hello. This message about indie game development where the game that was pretty expensive for you in individual time can be still useful.

    I made my little 2D game in 3 months (as solo indie). It was the first game in the unfamiliar game engine (but not the first for the total count). It was just pain. As a programmer, I have some fun because I love programming. As a developer, I also have some fun because I love creating new things by myself. But as a person, in the end, it was a very bad feeling. I spend around 2/3 of the time in polishing on a reasonable level. I added some progression, variability. Clear all bugs. Oh, I spend so much time in testing, that already in the middle of development I hate this piece of shit. I just want to finish it at last. It was clear that such a game will not get major attention. But I want a finished product, so I gritted my teeth and release it in Google Play. Then I started to promote the game.

    Hey! I was mentally ready to low interest. But it ends even worse: it was complete silence or trash talk. It was not the big drama for me. It was just a hobby. But who want to spend 3 months in work and be shited for it. Not me. So I just think "f* it, I learn this game engine, I have published product". I am done with it. And that's enough.

    But what was interesting: Now, after one and the half year, my 2-year-old son saw it and he likes it "Point the kitties" - that's how he calls it (but in my Russian language). I am totally sure that it is safe for him so I give it to him for short periods. And now I am really proud of my work.

    And now it is a very happy end for one game.

    submitted by /u/qnok
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    How is the hair in celeste made?

    Posted: 24 Aug 2018 12:21 PM PDT

    https://cdn-images-1.medium.com/max/1000/1*icgTgHIQfahO2NcyyC-xIg.gif

    How is the hair in celeste made? are there normal hair sprites like the character's with a slight delay when the animation starts or some is it made with some other trickery?

    submitted by /u/chengeloonie
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    The moral and historical reasons behind emulation

    Posted: 25 Aug 2018 03:07 AM PDT

    My game stats after 2 weeks of featuring on Google Play.

    Posted: 25 Aug 2018 10:42 AM PDT

    Hello again!

    This is a continuation of this post: https://www.reddit.com/r/gamedev/comments/8uzmxw/my_game_stats_after_first_two_weeks_a_lot_of/

    It's been 2 months since I published my first game on Google Play. I've tried Adwords UAC campaigns for user acquisition along with some other paid and free acqusition methods, but none of them worked for me. So a few weeks my downloads rate was about 10-40 per day and I pretty much gave up on the game.

    But about two weeks ago I got lucky and the game got featured in the Indie Corner listings on Google Play. I haven't really done any other type of promotion besides that so the following stats are almost on 100% is the effect of featuring:

    Active/Total installs: 8400 / 37000

    Rating on Google Play: 4.2 (148)

    DAU/MAU: 3400 / 33000

    Daily user engagement: 8m 31s

    Average number of sessions per day per user: 1.6

    Crash-free users: 99.6%

    Retention: https://i.imgur.com/77OK4JR.png

    For some reason a lot of users are from India. And sadly there are almost no players from US or Canada although the featuring is global. I know that India is a big country, but still numbers seem weird: https://i.imgur.com/WoFpYH4.png So Admob stats per user actually have gotten a bit worse.

    There are some significant differences between users acquired with Adwords and organic users. For example, retention of organic users is much worse (38% vs 25% for D1 retention). Although average session length is longer for them. Also organic users leave feedback or rate the game much more often. And they made a few in-app purchases, while people from Adwords made no purchases at all.

    Feel free to ask any questions, I'll try to answer them.

    Also I have a question myself. I'm afraid that after featuring the downloads rate will drop down to nothing again. Is there anything I can do to retain some of it? What else I can do to increase visibility on Google Play?

    submitted by /u/ibragames
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    What's your favourite art hack?

    Posted: 25 Aug 2018 05:34 AM PDT

    What good tricks have you discovered when making pixel or vector art for games? Perhaps some interesting tutorial that you bookmarked for later use. Maybe it was something which saved you a lot of time or effort. Or just some cool effects.

    submitted by /u/bridyn
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    Screenshot Saturday #395 - Perfect Blend

    Posted: 24 Aug 2018 08:03 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 a game mechanic you are tired of seeing?

    submitted by /u/Sexual_Lettuce
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    Use of Established Assets in Tech Demo Workthrough

    Posted: 25 Aug 2018 11:28 AM PDT

    I am currently working on a project where I am trying to replicate a tech demo/presentation from an old GDC video I found. For this I need a character model to drop into my scene. Looking at some free models available for download, I notice that most of the nice quality ones are based off existing characters from games/cinematic franchises. Some of them may be less "based off" and more "ripped from".

    My question is, can I use said models in my project? The models themselves (nor an executable version of the project from which they could be ripped) will never be distributed by me, but I will be publishing screenshots and video captures of the project on a webpage.

    In effect I want to only be publishing still and moving images depicting existing characters from existing (game and other) franchises. How much of a legal foot do I have to stand on?

    submitted by /u/rspencer01
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    Maximizing Your Unity Game's Performance

    Posted: 25 Aug 2018 11:00 AM PDT

    Ever wanted to implement grappling hooks in your VR game, here's how!

    Posted: 25 Aug 2018 05:02 AM PDT

    Best way to go about making an .io like game (slither.io, agar.io, etc.)?

    Posted: 25 Aug 2018 10:16 AM PDT

    Hello, I'm looking to create an .io game like game and the best technologies to use to accomplish this. I want it to be a browser based game so it's easy for anyone to come and play such as agar.io or slither.io etc.

    I'm familiar with programming concepts and languages but I lack the knowledge of the best technologies to actually succeed in this task. I've been thinking of a fun .io game I really want to create and after doing some research there seems to be like most things in coding hundreds of ways to do things. Most of the tools I see people posting are an upwards of 2 years old. I was curious if any of you fine folk could help point me in the direction of the technologies to use or learning experiences you might have learned accomplishing the same task.

    I consider myself more of a software engineer, and my only knowledge of game making comes from a graphics course I have taken. Games have always been a passion of myself and I have always put playing games over actually trying to get into making games. However, I would really like to try a small project of my own!

    I'm not trying to create the next viral game or make any money off of my idea but I do want to create something I find fun, and I want to make it the best way I can so any help would be appreciated!

    submitted by /u/xxtank3rxx
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    How to create rpg stats based on numbers not percent?

    Posted: 25 Aug 2018 10:07 AM PDT

    So I am trying create an rpg stats like attack, hitchance, dodge, defense, armor by comparing them on the opponent stats to calculate if successful hit or not.

    The Game SWORD FIGHT has a wiki that seems to do this and only have three know stats Attack, Hit, Defense.

    It elaborates:

    The Attack stat goes against the opponent's Attack, Hit against their Defense, and Defense against Hit.

    The higher percentage chance is determined by this equation: (50+0.7*x^0.64)% where 'x' is the difference between the two opposed stats, and the lower one is just 100% minus the higher.

    I don't understand the last paragraph and the equation example in a real scenario. Anybody can help with an article or elaboration.

    submitted by /u/theninjainblue
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    I need some advice on how to handle lingering hitboxes

    Posted: 25 Aug 2018 09:51 AM PDT

    I'm building a 2d action platformer, for this case consider something like Dead Cells, or the original Castlevania, but with combos.

    Attacks have hitboxes that linger for multiple frames, I'm wondering how I would make sure that enemies aren't hit multiple times by the same attack.

    The most obvious thing to do is to make units invincible for a some time after the attack. This doesn't work because I want to have fast combos, also I want the unit to take two hits if they're hit by two separate units very quickly.

    I've also tried making the hitbox deactivate the frame after it hits an opponent. I can foresee this causing weird issues where a lingering attack doesn't hit a new enemy that moves into range because another enemy disabled its hitbox.

    I'm considering making the units remember the what animation it was hit by, and have an invincibility timer just for that animation. Problem is that some animations will have multiple hitboxes on different frames, and I want each hitbox to have the possibility of hitting. So then it'd also have to remember which animation frame it was hit by? And for multiple units hitting it, it'd have to have an array of animations and frames with timers? That sounds like it's getting overly complex.

    Any insight in to handling this problem in general? I feel like I'm missing something simple.

    submitted by /u/MintPaw
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    3D Modelling for Games: LF Definitive Answers!

    Posted: 25 Aug 2018 08:38 AM PDT

    Hey there! I'm looking for a little bit of info from veterans regarding 3D modelling for games.

    I've been looking for some definitive answers regarding 3D modelling specifically for video games. I've done extensive research over the past month on the many ways of accomplishing this, but have been met with a million different ways to do the same things. My skills have been improving, but I don't know what I should be focusing on. I have a few questions for the kind members of this sub that have forayed into this territory before!

    First, should I be texturing my models in the 3D software (i.e. Blender) or should I be creating material slots for use in UE4 or Unity? I believe the former allows me to create sculpted detail on the object by baking normal maps, while the latter is more modular and requires less user work (i.e. having to manually define roughness and specularity like I would have to if I was painting textures on the object). Am I even thinking about these correctly?

    Second, should I be worried about "polygon clipping"? For example, if I were to place a sphere halfway through the surface of a cube (where they would be clipping), should I painstakingly connect them so they are seamless with no extraneous faces? My current understanding is that this is fine for a high-poly model that is intended for baking to a normal map, but for a low-poly object you will use in the game engine, this is a big no-no.

    This third question is conditional based on the first. If I were to do the former option, this would be my workflow:

    model low-poly -> model high-poly -> bake high-poly normals on to low-poly -> texture paint -> bake textures to UV -> create rough/spec maps in gimp -> create UE4/Unity material with those maps and apply to imported low-poly object

    Is this the correct approach? I got this workflow from watching a few videos on this approach.

    Thanks for any information you can give me! Much appreciated!

    submitted by /u/RandomMcRandom3996
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    How do people implement meshes stuck to other meshes in 3D programming (e.g. a gun in someones hands, a knife stuck in someones back, etc.)

    Posted: 25 Aug 2018 08:35 AM PDT

    I can't find a concrete answer. I need this for a FPS I'm trying to make/prototype. How do they stick them together and implement them? What is the easiest way to do this? I'm just really confused about this part, because I've never seen much like it in 2D besides things like different shirts/clothing on characters.

    submitted by /u/notApollogising
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    Xenko 3.0.0.4 released: Linux now a supported export target, SourceLink support, bugfixes, and Dark theme.

    Posted: 25 Aug 2018 07:58 AM PDT

    Unity 3D Game Kit Tutorial : Interactables

    Posted: 25 Aug 2018 07:07 AM PDT

    A question about CEOs of indie game studios

    Posted: 25 Aug 2018 05:58 AM PDT

    I assume the CEO and the lead designer is often the same person in indie game studios. When does that usually change if the studio grows larger and is it common for CEOs to be involved in the design process at larger companies.

    submitted by /u/Vylez
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    Where can I find some isometric models to use in my game?

    Posted: 24 Aug 2018 09:49 PM PDT

    I'm looking for some fill-in models to put in my game and do development on while I wait on the real models to be created. Does anyone know of a decent resource to find this? I'm looking for something Diablo 2 style rather than something cartoonish.

    submitted by /u/brandoggy
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    Help storing geometry indices in C++ Irrlicht

    Posted: 25 Aug 2018 04:31 AM PDT

    Hi,

    This follows from my previous post https://www.reddit.com/r/gamedev/comments/99y7bb/irrlicht_smesh_not_being_drawn/

    I am trying to draw a quad surface using Irrlicht on Xubuntu 16.04, but I do not know how to store the indices.

    The XY quad surface is defined by the vertices (1,1,0), (0,1,0), (1,0,0) and (0,0,0). I have set the vertices positions and the corresponding normal vectors (0,0,1). The indices, which according to the aforementioned post, are (arranged in a anti-clockwise direction):

    3, 1, 0 3, 0, 2 

    Here is my code:

    /* Define mesh for XY quad */ SMesh* Mesh = new SMesh(); SMeshBuffer *buf = 0; buf = new SMeshBuffer(); Mesh->addMeshBuffer(buf); buf->drop(); buf->Vertices.reallocate(4); buf->Vertices.set_used(4); buf->Vertices[0] = video::S3DVertex(1,1,0, 0,0,1, video::SColor(255,0,255,255), 0, 1); buf->Vertices[1] = video::S3DVertex(0,1,0, 0,0,1, video::SColor(255,255,0,255), 1, 1); buf->Vertices[2] = video::S3DVertex(1,0,0, 0,0,1, video::SColor(255,255,255,0), 1, 0); buf->Vertices[3] = video::S3DVertex(0,0,0, 0,0,1, video::SColor(255,0,255,0), 0, 0); 

    However, for the indices... how can I specify (3,1,0) and (3,0,2)? The following won't display anything:

     buf->Indices.reallocate(6); buf->Indices.set_used(6); buf->Indices[0]=3; buf->Indices[1]=1; buf->Indices[2]=0; buf->Indices[3]=3; buf->Indices[4]=0; buf->Indices[5]=2; buf->recalculateBoundingBox(); IMeshSceneNode* Node_Tetraheadrum = smgr -> addMeshSceneNode(Mesh); Node_Tetraheadrum->setPosition(core::vector3df(0,0,0)); Node_Tetraheadrum->setMaterialFlag(video::EMF_LIGHTING, true); 

    How can I store the indices in order to make it display the quad?

    ps: I have set the camera position to (0,-10,0) looking at (0,0,0): smgr->addCameraSceneNode(0, core::vector3df(0,-10,0), core::vector3df(0,0,0));

    Thanks!

    submitted by /u/reebs12
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    What can be considered ad? (Android)

    Posted: 25 Aug 2018 07:09 AM PDT

    If my game contains some paid feature (e.g. more ammo) and I show popup "You can buy more ammo here" to user every 5 minutes, is that ad?

    If I promote my other games (e.g. popup "If you like this game check out my other game here") is that considered ad?

    submitted by /u/the_blanker
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    Intermediate programmer, beginner (hobby) gamedev, engine for gamejam?

    Posted: 25 Aug 2018 07:08 AM PDT

    TL;DR good engines for 48 hour prototyping for someone with intermediate programming experience, and limited time.

    Hi r/gamedev,

    I have moderate experience in a few programming languages (C, python, mostly, recently lua, small experience in a variety of others), though not specifically for game development, and for fun I've been tinkering with love2d to make a game I've been thinking about for a while. I wanted to do some gamejams to get some more specific experience with game development. I don't feel like I can throw together a game prototype in a weekend in love2d (not any that aren't terribly generic anyway). I'd also like to get a bit of a broader sense of approaches to game development.

    What engines might be appropriate for such a situation? Ideally ones I don't have to spend much time learning their ins and outs.

    I'd prefer to work in 2d for now.

    I used to tinker a bit with gamemaker, though that was years ago, before I really knew how to program. It seems suitable for rapid prototyping, from what I remember.

    I understand RPGmaker is easy and good for rapid prototyping assuming your game falls within its constraints, would that be a good one to have in my toolbox in case my idea for a jam falls in the genre?

    Any other suggestsions? love2d libraries I missed which make prototyping easy are also welcome.

    Sorry about the long post.

    submitted by /u/TheMightyHUG
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