I make orchestral/ electronic music and I'm giving away free songs and seamless loops with a Creative Commons license. Feel free to use them in your work! |
- I make orchestral/ electronic music and I'm giving away free songs and seamless loops with a Creative Commons license. Feel free to use them in your work!
- A year ago I made a post about developing a MMORPG...
- Released my first game on Itch.io, thank you to this community
- Siliconera: Shigeru Miyamoto Talks About Super Mario Odyssey, And Nintendo’s Smartphone Titles
- Simple low poly level - Traders Village
- Portfolio Question: How to present a removed game from the App Store
- Free Orchestral Plugins To Make Your Own Game Music
- Recommended tool for creating simple grid-based map data?
- Anybody knowledgeable about the Philippine gaming industry kind enough to grant a Skype interview about the gaming ecosystem in the country?
- How do I code games with tons of different versions of abilities?
- Need Help with Projection Matrix
- Game Audio Lookout - A YouTube series on how music and sound in games work
- Need help understanding different tools uses in the workflow
- My book on making it to the #1 spot in the App Store is now free/open. Enjoy.
- Need help with a question...
- Where to start learning pixel art and animation?
- How can I stop over-engineering systems?
- Looking at getting into game dev advice?
- Do you think Godot will ever match GMS2 in commercial appeal?
- Ideas and dynamic conversation in Heaven's Vault
- Are any sounds recorded on the street free to use?
- Started messing with Shader Graph today. It's a lot of fun!
- Algorithm for finding which grids a rectangle is in/overlap for spatial bucket collision detection
Posted: 26 Aug 2018 06:10 AM PDT Hi, I make music that I'm giving away for free under a Creative Commons attribution license. Feel free to use them however you like! All of the Soundcloud links have downloadable wav files, if anything runs out of available downloads let me know and I can post mediafire links as well. I arranged these sort of by tone/style to make it easier to look through: Cathartic:
Energetic:
Various other styles:
Epic/ Powerful:
You can also check out my youtube/soundcloud/spotify for more. I also made some seamless loops and clips if you'd like- the loops come in groups that have similar styles/ beats per minute so you can cycle between them more easily. Loops: Clips: [link] [comments] |
A year ago I made a post about developing a MMORPG... Posted: 26 Aug 2018 10:10 AM PDT ... and I absolutely regret it! No, no, just kidding... I'm still at it! I've learned quite a bit, rewritten parts of the server I've already written about half a dozen times as I learn more, changed the front-end engine from AGK to Godot (love you, Godot! <3) and had to learn (and still learning) the engine. The hardest part, though, has definitely been the discipline of keeping at it and fighting through the frustrating of very "hard to find" bugs. When something goes wrong; it could either be on the server's end or it could be on the client's end... and sometimes, it's not immediately obvious from where the bug arises. Testing and debugging is the hardest, out of everything. Every time you want to test new functions you just can't hit 'Play' and run the game and quickly test what you've changed. You have to start the server, then start up the client, then multiple clients, and then test. So, if you have an obnoxiously hard to find bug that requires a lot of spot fixing... it ~really~ slows down development time because it can take a few minutes to get the whole thing up and running to a point where you can even hit play. So, I've learned to try to rubberduck and refactor functions as I create them rather than after the fact... it's just a super time saver, but sometimes, bugs and unintended consequences slip though. I've definitely fallen behind on schedule... six months ago I wanted an inventory and combat system in, but with the whole switch to a new engine, and taking on a freelance project or two, I'm definitely not going to be on any sort of schedule any more. And well, I've learned to throw the whole schedule out and now I'm just winging things on the "they'll get developed as they get developed" schedule. Something that has, occasionally, been super frustrating is the lack of visual progress. When you're building a server to support a game, you don't really get much visual progress as the game doesn't yet exist. And that can be something that's difficult to deal with in the whole, "Well, I don't see any progress" thoughts. It's definitely a grind on the discipline to actually 'see' little progress, despite knowing there's a lot of solid, positive change. Sure, I've had my nice little tile and block programmer graphics and my formless avatars, but they're no substitute to game play. I will say, this is definitely not a genre to tackle lightly. I've got a very, very, very low scope (tile/turn-based, very light on the network, no physics/real-time movement, etc), and it's still quite the challenge, sometimes. I've been watching the development of SpatialOS; and depending on how that pans out, maybe everything I'm doing now will be all for naught as I switch to something pre-made. If I see that it's affordable for an indie and will save me time in the long run... I am open minded. Instead of calling it a Massive Multiplayer RPG, I have taken to calling it a Micro Multiplayer RPG, because I think it's better to identify the game that way, to distinguish it away from standard MMORPGs; and because of the more niche and smaller audience. I still look forward to the day where I can go, "Yo r/gamedev, I have a playable concept! Come give 'er a go!" Someday... Edit: I'm going to add a few things here as well, that I should have added which I skipped! First, the Twitch Game Dev community is fantastic for keeping up momentum and supporting crazy projects. Everyone is helpful and supportive, and by watching and being a cheerleader for their projects, they will be for yours! That goes a long way to keeping up the momentum and desire to keep working. And more importantly, watching people build amazing games and projects on a day to day basis helps keep you focused on your own. It's one thing to hear about people progressing with their projects, but when you're interactive and involved on an almost daily basis, it's so much more of a point of motivation! So, jump on Twitch, watch your fellow game devs... or even start streaming your own development! It helps to have an audience to keep you on, or to completely derail you when you need it. :) Secondly, take breaks! Lots of them... get involved in game jams, or an activity, so you get to do something different and out of the blue. I've done every single Ludum Dare in the last year... and even though I never made a fully working game in most of them, I had fun, I still submitted them (no matter how terrible they were), and it got me away from the main project, and let me come back with fresh eyes. [link] [comments] |
Released my first game on Itch.io, thank you to this community Posted: 26 Aug 2018 08:56 AM PDT A couple months ago I finally decided to take a step back from some of my larger projects and release a simple puzzle game. I knew going in that the game wouldn't be a big hit but that wasn't the goal. The only thing I wanted to get out of it was actually finishing something and releasing it to the public. Thankfully I was able to release that game on Itch.io last night. I was amazed by how much work it still took to finish such a simple game and it provided a lot of perspective for me as I transition back into larger projects. I would highly recommend to anyone to plan out a game that they think could be completed in a few weeks (what I originally thought) and just get through it and release. If you start thinking it's not fun, get through it and release. If you start eyeing other projects, get through it and release. Whatever happens, just stick with your game and release it. To provide some insight into the development, I worked on it in the same way as other projects. I typically get to work about an hour early and stay an hour after to work on personal projects. It was important for me to accomplish something tangible with the game each day, even if it was as simple as optimizing a script or creating an unused new sprite. As long as I could say that the game had changed that day, then I knew that given enough time it would be finished. There's still much to do and I look forward to working on it and seeing what it can turn into, but it's playable and it's on the internet. This morning I had a friend play through the entire thing, and even if that was all that happened with it, all my time spent on it was worth it. The main point of this post is to thank this community, I've tried to be relatively active here but all of the other posts have been incredible motivation and I hope that someone reading this will believe that if I can release a game (even if it's just on Itch.io) then you can too. If you keep making progress, then it's impossible not to finish. You just might need to adjust what finished means. Thank you guys so much! [link] [comments] |
Siliconera: Shigeru Miyamoto Talks About Super Mario Odyssey, And Nintendo’s Smartphone Titles Posted: 25 Aug 2018 09:39 PM PDT |
Simple low poly level - Traders Village Posted: 26 Aug 2018 12:22 AM PDT |
Portfolio Question: How to present a removed game from the App Store Posted: 26 Aug 2018 11:27 AM PDT Hey all, a couple of years ago I worked on a game that was recently removed from the App Store. How you guys usually handle this situations in your own portfolios? (e.g replace app link for trailer link) I'm asking from the programming side of things, but reading approaches from other areas would also be helpful. Thanks! [link] [comments] |
Free Orchestral Plugins To Make Your Own Game Music Posted: 25 Aug 2018 05:36 PM PDT |
Recommended tool for creating simple grid-based map data? Posted: 26 Aug 2018 03:57 AM PDT I'm working on a game where the player moves between rooms on a map where each symmetrical cell represents a room. The map looks like this: https://i.imgur.com/CnAnx6K.png where different symbols represent a room with monsters, a treasure chest, boss, etc. I think I could create a simple map format that looks something like: where o represents a room, - is null, and then numbers are mapped to a special room type. Anyone know of any existing software that would make this process easier? I know there are some 2D tile editors like Tiled that I could maybe repurpose so that each tile is abstracted to a room type instead of a visual sprite, but I imagine there is a simpler tool dedicated to creating simple map formats like this. I'm using Unity for my game, but of course the tool can be its own standalone application or command line program. Thanks! [link] [comments] |
Posted: 26 Aug 2018 01:57 AM PDT I am C, a student doing research on the gaming industry. I have tried researching about the industry players but found it difficult to find Philippine-focused information. Anyone please who can help me understand the ecosystem a bit better? Thank you! [link] [comments] |
How do I code games with tons of different versions of abilities? Posted: 26 Aug 2018 02:55 AM PDT I have done some web development but I have zero experience with games. My question is somewhat difficult to word so I will try to illustrate it. I was wondering how games structure their code if they have a high number of ever growing skills/mechanics that do very diffenrent things. An example would be League of Legends where there are dozens of champions and almost every champion has at least one ability that is somehow unique or introduces new gameplay mechanics. Another example would be a TCG like Hearthstone where there are hundreds of cards that have unique effects. If I would be writing one of those games, I'd probably first think of writing a "ChampionSkill" class for LoL or a "Card" class for Hearthstone. However, it seems like it would be hard to abstract those things as they are so very different for every instance (i.e. champion skill or card). For example, some skills might deal damage and apply a debuff; others might move either you or your opponent; others manipulate your resources; others change absolutely different things about the game. Do I make a generic ability class where every ability can deal damage (or not), apply one or multiple debuffs (or not), or do a large list of other things (or not)? I have tried this in a TCG I'm trying to write but it felt like if I want to keep adding new and unique cards/mechanics to the game, the "Card" class would get incredibly complex and I cannot be sure I get it all right the first time. Or do I hard code every ability without extracting some kind of generic interface? But then, how do I make sure that the code stays easily maintainable? I hope my question makes sense and I apologize if it's too dumb. [link] [comments] |
Need Help with Projection Matrix Posted: 26 Aug 2018 04:19 AM PDT Currently I am trying to render a cube with opengl, however my projection matrix seems to be wrong. Below is a picture of the code I am using to generate the projection matrix and the result. The cube is currently positioned at 0.5, 0, 0. Any help would be greatly appreciated. [link] [comments] |
Game Audio Lookout - A YouTube series on how music and sound in games work Posted: 26 Aug 2018 04:54 AM PDT Hi, I'd like to show you my current video project "Game Audio Lookout". It is not a game itself but a series on YouTube about how music and sound design in games work. There is three episodes I produced within the last month and I'm planning to release them on a regular basis! Playlist link to all episodes: https://www.youtube.com/watch?v=NYjlfL7dHCQ&list=PLBhIWrMLhhmowCQyCRaDEMWDH-l5lunnL Link to my channel: https://www.youtube.com/channel/UCm4XW_MrNfZrjQkj9iuxK9A To this date, I made 3 episodes: Enhancing Gameplay with Music in Celeste - https://www.youtube.com/watch?v=NYjlfL7dHCQ On the surface, "Celeste" is a brutally hard 2D platforming game about climbing the imaginary Celeste Mountain but it is much more than that. It narrates a compelling story of main character Madeline fighting with her demon doppelgänger. Gameplay-wise, super tricky levels combined with tight controls let you fail and re-try over and over again. But what it makes it even more enjoyable is the wonderful soundtrack composed by Lena Raine we'll have a look at in this episode of "Game Audio Lookout". EarthBound - A Quirky Artistic Synergy of Story, Art and Music - https://www.youtube.com/watch?v=ZH4DqgvkE0k In fact, there's many ways how the three elements writing, artwork and sound can play together. There's AAA titles with cinematic writing, photorealistic graphics and epic orchestral music on the one hand. Another good example is the "Super Mario Odyssey" world "Steam Gardens" with its funky vibes due to a coherent artistic feel of character design, graphics and audio. But today, we'll go back to the Super Nintendo era to have a look at one of the strangest games Nintendo ever created: "Earthbound" Deconstructing a Musical Level in Rayman Legends - https://www.youtube.com/watch?v=3UIhBZuj2HI Rayman Legends has found its way into many "Best Platformer Games of All-Time" lists. Though it closely fails to beat the uncrowned king Super Mario, it found a safe place next the Nintendo mascot. The Rayman series was created by French game designer Michel Ancel and started in 1995 with the 2D jump'n'run Rayman. It was followed by two 3D platforming games: Rayman 2 and Rayman 3. But the series went back to 2D sidescrolling with Rayman Origins in 2011. Origins was also the first Rayman game using the UbiArt Framwork which also was adopted by the 2013 release "Rayman Legends". In this episode we'll deconstruct one of the incredible musical stages in Rayman Legends. [link] [comments] |
Need help understanding different tools uses in the workflow Posted: 26 Aug 2018 12:22 PM PDT So i have seen both autodesk mudbox and substance painter. They seem like they do pretty much the same thing, but i have heard that autodesk mudbox is pretty much industry standard, but on substance painters website it says that "95% of game developers use them in their workflow", so if both of those claims are true, that leads me to the conclusion that they have 2 different uses. So, in that case whats the difference? [link] [comments] |
My book on making it to the #1 spot in the App Store is now free/open. Enjoy. Posted: 26 Aug 2018 12:10 PM PDT |
Posted: 26 Aug 2018 12:02 PM PDT While I realise this sub is mostly for indie devs, I'm not sure where to post this. Please suggest a better place if such exists... Ok, so a friend of mine is going to have a job interview for an HR role within a large game dev company soon. He's been unemployed for a while due to an illness that he's now recovered from and I'd really like to help him out if I can. He knows very little of the gaming industry, and I wanted to support him to prep for the interview by asking you guys: (1) What are the main reasons young (freshly graduated) programmers would want to join large gaming houses instead of, say, smaller indie studios or other non-gaming programming jobs? (2) Apart from technical skill, what traits do large game developers seek in new hires (those without previous working experience in the field)? Surely "good team spirit" and "willingness to grow" might be suitable answers, but I'd be interested in more gaming-industry specific answers, if at all possible? Anyone out there that went through the hiring process of larger game studios and care to share a bit about their stories? Thanks for any answers received, they will be very much appreciated! [link] [comments] |
Where to start learning pixel art and animation? Posted: 25 Aug 2018 03:08 PM PDT I looked over the tutorials in the sidebar, but that only confused me more. I don't have an art background at all so I really am coming in at zero. I know these kind of posts are normally frowned upon because technically is info is somewhere in the sidebar links, but if it is it's buried under an exhaustive list of links that go all over the place. It's overwhelming haha. Any help would be greatly appreciated, thanks! [link] [comments] |
How can I stop over-engineering systems? Posted: 26 Aug 2018 11:50 AM PDT Has anyone else had this issue and found ways to overcome it? I get bogged down trying to make the base systems for my games (weapons, movement, character objects) so complex and extensible that I never make any real progress beyond the first little bit of movement and shooting prototypes for example. It usually starts out okay but then I'll get caught up with life or burnt out on programming from my day job which means when I find time to look at my game code I'm stuck trying to get into the flow on a complicated mess. [link] [comments] |
Looking at getting into game dev advice? Posted: 26 Aug 2018 11:50 AM PDT I'm currently working a full time job but I'm wanting to take online college courses for game dev any advice in the direction I should go? I don't want to take the degree but not be able to make anything of it in a work force also? [link] [comments] |
Do you think Godot will ever match GMS2 in commercial appeal? Posted: 26 Aug 2018 11:26 AM PDT I'd like to preface this by saying I haven't used Godot. I'm interested in using it, however, and definitely plan to use it sometime after I finish my current project. So, Godot and GMS2. As far as I know, GMS2 is the Indie industry standard for 2D (Specifically pixel art) games, especially the simpler ones. If your game uses pixel art, doesn't have a whole lot of physics, and isn't too UI heavy then GMS2 is usually the way to go. But now we have Godot 3! And it looks absolutely amazing. And yet there doesn't seem to be a whole lot (if any) commercial products using it? It still seems like a "niche" engine. Why do you think that is? Is it just not commercially viable/ready? [link] [comments] |
Ideas and dynamic conversation in Heaven's Vault Posted: 26 Aug 2018 10:01 AM PDT |
Are any sounds recorded on the street free to use? Posted: 26 Aug 2018 09:53 AM PDT This might be the dumbest question. I'm thinking of recording some sounds in the street to use in a comercial game. Say ambulance alarms, vision impaired crossing signal, etc. Would that be legal? For reference, I live in the uk. Thanks! [link] [comments] |
Started messing with Shader Graph today. It's a lot of fun! Posted: 26 Aug 2018 08:30 AM PDT |
Algorithm for finding which grids a rectangle is in/overlap for spatial bucket collision detection Posted: 26 Aug 2018 07:10 AM PDT Was searching the web for one but can't seem to find one.. Basically if I have a grid with 10 rows and 10 columns of 64 x 64 cells.. I want to find which cells a rectangle belongs to I can write this myself but it'd save time if it's done somewhere already thanks [link] [comments] |
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