• Breaking News

    Wednesday, August 22, 2018

    People Keep Trying To Scam Their Way Into Free Video Games

    People Keep Trying To Scam Their Way Into Free Video Games


    People Keep Trying To Scam Their Way Into Free Video Games

    Posted: 22 Aug 2018 03:01 AM PDT

    RIP: Orca (2012 - 2018)

    Posted: 21 Aug 2018 06:52 PM PDT

    Orca / OrcaHQ (https://orcahq.com/) shut down this morning.

    It has been the only place online that has ever aggregated video game industry jobs from across the world on one page allowing you to search, filter, save, create alerts, etc.

    I know that it helped some of you reading this keep an eye on jobs, or even find your current jobs, so if it ever helped you in anyway, please visit the Orca Twitter account and share how it helped and any thanks: https://twitter.com/OrcaHQ/status/1031899997652959234

    The sole developer (not me) who worked on it for these last 5+ years could probably use the kind words and if there was anyway to keep it afloat, now would be the time to share your thanks for the hard work he has put into the project - for free - this entire time.

    We are losing something monumental today. Please share.

    submitted by /u/TylerCushing
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    Free LowPoly Animated Monsters

    Posted: 21 Aug 2018 08:41 PM PDT

    Hey! As always, the packs are posted first on my twitter.

    Hope you like them and use them in any project! (If you use them send me screenshots! i love to see it)


    If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot! I will always make free packs too.

    Here's my website if you want to check it out, all of the packs are there too.


    Preview

    Preview


    Includes:

    *4 Models (Blends, OBJ and FBX) With punch, attack, jump, flying, walk and other animations! (The goblin is only for Patrons)

    Download


    Past Weeks:


    Posed Humans

    Animated Knight

    Farm Animals

    Sci fi guns

    Civilization Buildings

    Animated Fish

    Modular Street

    Ships

    Modular Dungeon

    Spaceships

    Animated Zombie

    Animated Woman

    Animated Man

    Furniture vol.2

    Buildings

    Animated Animals

    Medieval Assets

    Animated Guns

    RPG Assets

    Junk Food

    Nature textured vol.3

    Public Transport

    Airplanes

    Cars

    Nature

    Holiday pack

    Pirate pack

    Animated animals

    Furniture vol.2

    Snow Nature

    Bushes

    Clouds

    Spaceships

    Suburban Pack vol 2

    PowerUps

    Food

    Potions

    Desert

    Medieval Weapons

    Guns

    Space

    Furniture

    Cars

    Nature Vol.2

    Nature Vol.1

    Houses

    Trees


    License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated).


    If you have any questions or problems tell me, i also have my Twitter DMs open! I'll gladly help as soon as i can. If you want you can follow me on Twitter.

    submitted by /u/QuaterniusDev
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    Have you ever been blocked by a game engine's EULA?

    Posted: 22 Aug 2018 06:55 AM PDT

    Did your publisher or legal department ever stop your team from using a game engine (or some other non-open source technology) because of something in the license agreement?

    There's so many free (but not os) game engines, frameworks and whatnot. Just thinking, what to look for in the EULA before adopting a technology in indie production.

    Thanks!

    submitted by /u/iWozik
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    What makes a good turn based combat system?

    Posted: 22 Aug 2018 04:50 AM PDT

    I'm making my first rpg, and I can't seem to think of a good turn based combat system that wouldn't get boring or repetitive after a few minutes. Do you have any ideas or have you made a combat system that stands out from normal rpg systems?

    submitted by /u/70PercentAir
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    What is the role of reloading as a game mechanic?

    Posted: 22 Aug 2018 09:29 AM PDT

    How does AI work in a game like Into The Breach

    Posted: 22 Aug 2018 04:46 AM PDT

    I've been playing Into the breach (a lot) and it's so fantastic that I'm interested in understanding it better. How does AI work in these Advance Wars style strategy games?

    Are the units just looking one turn ahead and trying to maximise the damage while minimising risk for that turn? Or is it more like a chess computer where each unit is making a decision tree that calculates moves and counter moves for as many branches of the tree as the hardware is capable of calculating?

    submitted by /u/TheSecretMe
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    Are "ON-Screen" inputs the new standard?

    Posted: 22 Aug 2018 03:58 AM PDT

    let's take for example Call of Duty Black Ops 2 Released in 2012, from the screenshot you can clearly see no input commands at all most of the time, they would only appar ocasionalle when you had to pick a weapon from the floor and the prompt would only appear to let you know you were near a weapon to use it.

    Now if we compare to Call of Duty Black Ops 4 you can see that the hud has changed quite a bit with this middle "special menu" with on-screen input.

    The same can be applied for other recent games like Overwatch and even more vsible in Fortnite where everything besides moviment and shotting is on screen at all time.

    I'm aware this is not a new concept games like Demon's Souls had a visible hud for most exclusive commands but when Dark souls released the on-screen input were ditched.

    If that's some sort of trend it will soon fade away, but if this is a new standard as developers we should have that accounted for while designing our games, our major inputs should be visible at all time or at least when we can use them.

    submitted by /u/That_one_sander
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    Musicians, how do you make sure you're not accidentally plagiarizing?

    Posted: 22 Aug 2018 05:43 AM PDT

    I'm not a huge music listener so I'm very unfamiliar with the kind of music that already exists, but if a tune or beat pops into my head and I want to record it, I'm sometimes hesitant because I don't know if I'm unintentionally plagiarizing something (even if I've never heard it before). Are there any tools out there for figuring out if a certain melody or beat already exists, or maybe somewhere you can go to post music and have people comment to tell you if they've heard it before or not?

    submitted by /u/time_axis
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    Which sources have you used to hire artists?

    Posted: 22 Aug 2018 06:33 AM PDT

    Have you commissioned work by artist(s) or know someone who has?

    Which website or service was used? Were you happy with the results?

    Which website or service would you warn others about and why?

    submitted by /u/DOOMReboot
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    render orthographic object in perspective camera

    Posted: 22 Aug 2018 10:55 AM PDT

    Hey guys,

    I have an object in the scene which I don't want to be modified by the camera FOV or distance. I want that object to be rendered like the perspective camera is always perpendicular on it.

    Is that possible?

    submitted by /u/ShouldCanMust
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    Neither local space nor world space based top down character movement feel right - any tweaks or alternatives?

    Posted: 22 Aug 2018 07:49 AM PDT

    The title is really vague so let me explain further. I am experimenting with various control schemes and can't come up with something that feels right and I don't know whether it's just my bad implementation or something that is inherently wrong with the particular controls.

    At first I started using movement via WASD in world space while always turning towards the mouse. That is easy to implement causes no issues other that not being as agile since you can only go into eight directions and would have to adjust accordingly.

    On the other hand when movement is based on local space it is a LOT easier to navigate to a particular point without odd adjustments and movements. Unfortunately it feels weird to run in circles when holding down A or D (even though my particular implementation breaks this since the camera is not snappy and smooth). Basically you would be able to target a particular point/enemy and hold either direction buttons and be able to dodge sideways which was interesting at first but lost its charm. Finally local space movement is forcing players to hold down W constantly which isn't really awesome either.

    Here is a short clip of some random movement with both schemes: https://youtu.be/vOSLnPQn59c

    Is it just me that is bothered with either control schemes? Furthermore do you have any suggestion what tweaks I might consider or even completely different schemes?

    submitted by /u/NearAutomata
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    Is Obfuscator enough protection?

    Posted: 22 Aug 2018 09:42 AM PDT

    I am using Unity and planning and getting close to releasing my game for iOS and android, and I was looking for ways to protect my game from piracy a but better. What steps can I take to limit piracy? I am plannong on using Obfuscator however I'm not what its pros and cons are or how useful it actually is. Any advice would be appreciated.

    submitted by /u/vIv_Unlucky
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    Software for low poly character generation?

    Posted: 22 Aug 2018 02:24 AM PDT

    I'm at an impasse in the development of my game, i can make any kind of low poly assets, except for characters. Is there any software or plugin (like for example makehuman in blender) that would let me create characters in a low poly style? To be clear, for low poly i mean anything between 1k and 3k max.

    submitted by /u/-MillenniumMagus-
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    Component based programming

    Posted: 22 Aug 2018 12:18 AM PDT

    Hello everybody. In my spare time from my job in game dev, I'm working on a game for fun so I was thinking about this issue. I have heard from some companies that component-based systems are the way to go, and that even upcoming AAA blockbuster games have objects powered by a ton of components. Other companies (such as my own job) say that components are useful but if overdone causes performance issues (though only slightly) and confusion due to too many components on one object.

    I personally have decided to go the route of heavy use of components. I like the idea of making components that you can plug into anything, since it avoids the diamond inheritance issue entirely and can easily transfer from project to project if generalized well enough. I prefer UE4, so it is going to be a little more annoying to hook components up together than in Unity though.

    I just wanted to know what other people thought of components and if they ran into any issues/benefits of heavy component use.

    submitted by /u/e_Zinc
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    ShaderMap 4.1 Now Supports PBR

    Posted: 22 Aug 2018 11:47 AM PDT

    SM 4.1 has added albedo, metalness, and roughness map generation and visualization. This is a major update to ShaderMap 4. I spent quite a bit of time developing it so I hope this tool is useful to people wanting to quickly generate maps.

    submitted by /u/argbz
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    I want to help you market your game for free

    Posted: 22 Aug 2018 11:41 AM PDT

    I have been researching into marketing for games and wanted to have a chance to use some of my knowledge, so if anyone has a game that is 50-90% of the way towards being complete and wants some help marketing please either direct message me or reply below with any appropriate links showing your game and appropriate ways I can get in touch.
    Obviously it goes without saying that I'd potentially use the work done for a portfolio.

    submitted by /u/Krohun
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    Are there any assets akin to the Second Life building mechanics for Unity or should I re-accustom myself to Blender?

    Posted: 22 Aug 2018 11:30 AM PDT

    As the title suggests, I'm trying to figure out what the easiest way to model is. I was wondering if there's something for Unity that will allow me to create, drag and drop like how Second Life operates. I'm pretty new to Unity so I'm still learning some things. Was wondering if there were any assets like that or if I should just learn Blender again

    submitted by /u/redheadedgutterslut
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    What is a realistic goal for me?

    Posted: 22 Aug 2018 11:28 AM PDT

    Hi, there. I'm 21 and I've been programming and making games for 10 years. I released my first game last year on Android. It flopped hard. Now I'm working on another game, but I don't know what to expect. I've been finding it hard to set a realistic goal.

    So, for someone who is at my experience, what is a realistic goal? Is 10 years not enough? I'm not planning to make a game that will be the next Flappy Bird or whatever, but only 50 installs hurt me a lot the last time. I'm willing to spend a lot of time and money on marketing, and I'm somewhat good at 2D and 3D design.

    I cannot just not care about it because I keep seeing games way worse than what I can manage that get way more interest and I kinda wanna reach that level one day. But I still want to have a reasonable short-term goal. Maybe I'll switch platforms, maybe I'll make the game completely free, but I want something like 1k-10k installs. It's more about my self-esteem which I've lost rather than money.

    I know I should keep going and make games till I hit my goal one day but it's kind of hard with nothing else to hold on. I just want a realistic goal I can try to realize in a few years. Selling x copies on Steam or getting x downloads on Android or something like that.

    Thanks in advance

    submitted by /u/AnxiousIntender
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    Our experience with the community: with the help of our subscribers, we created the concepts of insane weapons!

    Posted: 22 Aug 2018 11:09 AM PDT

    FlatIcon premium members have to submit their unreleased game designs for approval, to confirm whether downloaded icons can be used legally...

    Posted: 22 Aug 2018 11:06 AM PDT

    Hello,
    I wanted to share a story about my waste of time trying to use FlatIcon assets in my game. I was impressed at first, by the fact that they give you a license with each icon you download. That way, you have solid backup proof that you own this icon.

    In reality, you don't own anything about any icon you download, even as a premium member. Their rules are very vague in regards to how they determine whether you are using their icon correctly or not. They make it sound like it's just not allowed for logos, but the wording could legally encompass much more than that.

    Be very careful when using their site, as the legal vagueness in their terms and conditions would make any lawyer cringe. I hope they will change and clarify their policy in the future, to be more cut and dry, like the Unity Asset Store.

    submitted by /u/Raycastic
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    game asset studio. I need your help to decide what to build first

    Posted: 22 Aug 2018 10:54 AM PDT

    I don't like how I need to use different applications to create my sprites, music, tilemaps, and game FX. I'll use affinty designer for sprites then ableton for the other than I have to look for effects that I like on opengameart.

    Long story short I like to program things and I thought it would be awesome to build something that would solve this issue. I'm in the beginning stages of building a 2d game asset development studio. The idea is that you will be able to build your sprite sheets, game FX, tilemaps, and music all using one suite of tools.

    You'll be able to save and retrieve your game assets anywhere using the the studio cloud. You'll also be able to import any game assets that artists or other game devs create and share publicly, also using the cloud.

    Can you guys help me in deciding what features to build out first by filling this survey out. It has a list of the apps and features the studio will have and it'll help me decide what the most important features are.

    Also, can you guys share any of your pain points, or ideas that would make your game dev work easier and more efficient. I'm all ears and open to listen to your ideas. Thanks

    submitted by /u/Oprbaf
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    A Brief Introduction to Lerp

    Posted: 22 Aug 2018 10:27 AM PDT

    Duplicate functions for the sake of clearity/organising?

    Posted: 22 Aug 2018 05:49 AM PDT

    I have a little game, with classes(containing functions) for the engine and classes for the game.

    But those are all mixed up, so I need to make it more clear what is meant for usage in the Game, and what is engine only.

    I thought of one way to make a new class and functions with clear names, that just call the functions of the other class. Then I can simply put it in a GameAPI directory, and have it neatly organised. But is it bad to do so?

    How would you handle this?

    Reason I'm asking:

    I have lot's of files with classes, e.g. a class named Renderer which is meant to NOT BE TOUCHED by the game.

    But then I have a class named RendererInterface which is meant to be used by the game.

    Then I also have a ResourceManager which is meant to NOT BE TOUCHED by the game.

    But then I have a ResourceLoader, which can be used in the game.(But is also used in the engine)

    So I can't simply move classes to a GameAPI dir, because the engine might also need it. And having it access classes in GameAPI means whenever I change a GameAPI class, I need to fix and recompile the engine too.

    How to go about this?

    submitted by /u/itzme153
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