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    Thursday, August 23, 2018

    Super Mario Creator, Shigeru Miyamoto, Warns Gaming Industry: Don't Be Too Greedy

    Super Mario Creator, Shigeru Miyamoto, Warns Gaming Industry: Don't Be Too Greedy


    Super Mario Creator, Shigeru Miyamoto, Warns Gaming Industry: Don't Be Too Greedy

    Posted: 22 Aug 2018 09:12 PM PDT

    AMD Makes V-EZ open source (Vulkan "Easy Mode" wrapper)

    Posted: 23 Aug 2018 09:15 AM PDT

    RPG Origin | RPG Development and Discussion Community

    Posted: 23 Aug 2018 10:38 AM PDT

    Hello everyone! I just wanted to pop in today to give a formal introduction to a development community I've been working on building up over the past few months. I really wanted to wait until I had something substantial before I made this post, so I've been holding back for a bit until now.

    RPG Origin is a revival project aimed at carrying on the torch of a development community that was first formed nearly 20 years ago. This was known as Mirage Source, both a community and an open source online RPG engine and toolset programmed in Visual Basic 6 which was released out of a small indie game project known as Mirage Online. The engine, dated and severely limited even at the time, really did a lot to bring many individuals from different walks of life into game development, some of whom now do it professionally for companies like Bethesda. I personally credit it for much of who I am today.

    The aim of RPG Origin is to create a community focused on the fun and actual process of game development rather than the end result. Getting on Steam is great, but it's also perfectly okay to do game development because you simply enjoy it as a hobby. Our intention is not to foster an assortment of blockbuster indie titles, nor is it to train you to be a AAA developer. Our sole intention is simply to provide a platform and community through which we may all, new and old, experience the joy, passion, and excitement that is hobbyist game development, particularly for the role-playing game genre. Discuss and share game theory, programming, art, and more. Post about your project in our Games section, or discover other active games being developed within the community. Everyone is welcome here.

    In addition to the community itself, there are a number of in-house projects aimed at RPG and online RPG game development. These consist of Lunar Engine: a free, open source, multi-platform 2D online RPG engine built in C#/.NET and Mirage Web Engine SP: a free, open source, multi-platform 2D RPG engine built in JavaScript.

    We are still a young community and change is something that we are very open to. I would really like to hear any feedback you may have. We are always open to suggestions!

    Thanks everyone

    submitted by /u/RPGOrigin
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    Know Your Market: Making Indie Games That Sell [GDC 2018, Youtube]

    Posted: 23 Aug 2018 09:34 AM PDT

    Introducing a new version of Steam Play

    Posted: 22 Aug 2018 11:55 AM PDT

    OOP design issues when programming an rpg rogue-like 2D game.

    Posted: 23 Aug 2018 09:32 AM PDT

    Hi guys, yesterday I decided to start designing the structure of a new rpg rogue-like game. This would be my first big project and I have some issues designing the structure of the program. I'll try to explain in the best way possible and I hope the questions are not too many.

    the first problem is, say the player's bullet shoots an enemy, should all the enemies check if hey are being hit, should the player check if a bullet is hitting an enemy, or should i declare a new class that handles bullet collisions? The same goes for checking if the player is colliding with say a rock/tree or another enemy. What part of the program should do the check?

    The second big problem regards to whether i should use inheritance for different types of monsters/rocks/trees/guns (should rocks and threes both inherit from a class named nonMovable and should all enemies inherit from a big class named Entity from which the player inherits too) or should I use a component based approach (so I'll be able to make both movable and non movable enemies if i want to by declaring an instance of movable/nonMovable in a new class)?

    The third and last big problem has to do with path finding. I have an algorithm for a procedural world, and I want my enemies to find the optimal path to the player by checking trees, blocks and other enemies. But... how should I run a path finding algorithm on a single array if blocks, trees and enemies all have to do with different classes? how would you tackle this problem? Would all objects in the world have to inherit from the same super class so that i can run my path finding algorithm on a single array?

    Have a nice day to everybody :)

    submitted by /u/Br3ikros
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    Has anyone here have thoughts on SRPG Studio?

    Posted: 23 Aug 2018 10:31 AM PDT

    Shot in the dark question, but the program SRPG Studio released last week, and I'm considering getting it. I've had a Tactics RPG game running through my brain for a long while now that it would be a good fit for, but I already have RPG Maker VX Ace, so I don't know if SRPG Studio is different enough to warrant the cost.

    submitted by /u/Strawberrycocoa
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    Making Games Better for Gamers with Colourblindness & Low Vision | Designing for Disability

    Posted: 22 Aug 2018 01:24 PM PDT

    Is a resolution of 320x180 too low

    Posted: 23 Aug 2018 08:07 AM PDT

    So right now I'm trying to make my first game. It is a SHMUP. I am using pygame to program it, and for a while I've been wondering about scale.

    Just recently, I decided to program my game at 180p, where the playing window would be 240x180 and the whole game window would be 320x180. (these resolutions can scale easily into common resolutions).

    The reason I chose this resolution was for scaling. I wanted to make sure the game would look good at any resolution, and if I choose a smaller resolution, not only is scaling easier, but also I don't have to worry too much about putting in a lot of detail.

    At the same time I am a little concerned. Is the resolution I am using too small? What do you think?

    submitted by /u/enahsg
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    Apple and Google Face Growing Revolt Over App Store ‘Tax’

    Posted: 22 Aug 2018 03:44 PM PDT

    REpublishing a casual styled game?

    Posted: 23 Aug 2018 10:23 AM PDT

    I'd like to republish a casual game that I created with Unity and is already published on the Google Play store.

    However I'd like to republish the game on the google play store and publish it on the iOS App Store with a bigger company such as Voodoo or Ketchapp.

    I have been accepted into Voodoo's publishing program however It states that android entry's are not allowed and if I was to publish on iOS I would still need my own Apple iMac/MacBook and an Apple Developers account(iTunes connect) for testing AppStore KPIs , which together is pretty pricey. I work on Unity3D so I could export as an Xcode project and hand it over to them (which I asked about but haven't received a response) but I'm not sure because of the KPI testing they do and their requirements .

    Does anyone know any good alternative publishers that I could publish my game with without needing a Mac or a Apple Developers account?

    submitted by /u/PsychoGang
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    What kind of a quadtree should I use for collision detection in 2d?

    Posted: 23 Aug 2018 09:21 AM PDT

    I am developing my first game in pure javascript and node.js. You can think of the game in terms of players, items (foods) and the map like in agar.io or slither.io.

    It has a huge map, containing ~150 players, ~5000 foods.

    My problem is, how should I do the collision detection?

    Now my main game architecture will look something like this:

    - For optimization and anti-cheating reasons, I only want players to receive the data about their surroundings, and not so far objects.

    - The collision detection will work in 2 ways:

    Player vs Player

    Player vs Food

    - The server will be authoritative. All the collision detections and actions will be calculated on the server side.

    - Client side will only render the information, and will work only as an interpolator for the animation, and sending inputs to the server.

    Now if I have a quadtree on the server side, to store the players and the foods, since all the players are moving all the time, I will move the players in the tree if necessary. By storing the players on the quad tree, I will make 150*log(150) operations instead of 150*150 operations to find player collisions. But then I will have to modify all 150 players location on the tree.

    And if I store 5000 foods in the quadtree, then since they are not moving, I won't modify their positions in the quadtree, just delete them if they are eaten, and insert new food in time.

    My decisions, on how my collision detection algorithm should be:

    - Since 150 players are not a huge number, and they are always moving, I want to store them in an array outside the quadtree.

    - Since 5000 foods are not moving, I will store them in the quadtree.

    - Since the map is too big, and foods are relatively small for the huge map size, I want to limit the depth of the quadtree, say 10 or 12. Because very little and close foods may result in a depth with maybe as high as hundreds.

    - Since my foods have masses in 2d, I can't limit the capacity of a node in the quadtree. Because of the mass, the elements in a node, should be compared to their children for collision detection. So not only leaves contain the foods, but every node is capable of storing foods. (the logic behind this is, if a food can't fit in a leaf, then put it in the parent, and if it doesn't fit to parent, put it in grandparent and so on...).

    After making these decisions, I found some mistakes I've made about the design:

    - Authoritative server will send only the surrounding data of the player to the player. In that case I need to query the quadtree for example for returning me the foods between x=200-400, y=300-600. This will work just fine, but since I didn't store the players in the quadtree (since they are moving all the time), I should query all the 150 players to see if they are on the eyesight of the n'th player. This is my first mistake, and I don't know if I should include the players in the quadtree?

    - If a food is eaten, how should I find it on the tree? By exact coordinates? Find it by coordinates and delete it from the node? Or store some kind of hash in the foods data. For example if we say northwest=0, northeast=1, southwest=2, southeast=3, if it has a depth of 4, and it is the 9th element in the node elements. Hash could be= 0231-9, which means go northwest-southwest-southeast-northeast and delete the 9th element. Or is there any other better way?

    - If a player is moving (they do always move), how should I alert the quadtree to modify itself accordingly if the players are stored in the quadtree?

    And I am new to the game development and quadtrees (professionally working on Java-Spring-Hibernate as a backend engineer), I feel like a quadtree should always be modified before importing into a project, since the textbook definition of a quadtree is usually not a great idea for a particular problem. Any suggestions how I should go about solving the issues, and any related material for a 2d collision detection (with mass not points) using quadtrees, examples are really appreciated.

    Thanks in advance.

    submitted by /u/imkonig
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    Advertising your game - paid advertisement?

    Posted: 23 Aug 2018 03:00 AM PDT

    Hello all!

    I'm currently working on a game and it's super early in development but nonetheless I have a few questions about advertising, when it comes to it.

    1. Should I advertise when the game is released in Beta or at full release?
    2. I was thinking of using Facebook ads, Twitter ads etc. Is this viable?
    3. Should I be paying YouTubers to play the game and review it as a sponsored video?
    4. Any advice on getting my game out there?

    Thanks!

    submitted by /u/Latefallen
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    How to make Animations look good in Unity

    Posted: 23 Aug 2018 08:54 AM PDT

    How reliable is UDP?

    Posted: 23 Aug 2018 12:03 AM PDT

    I'm building the network protocol (on top of UDP) for my game, and I came to the point of reliability. By reliable message I mean packets that MUST arrive, for example "The player shot a bullet".

    I have 2 base concept with 2 enpoints. A, B:

    • Assume that the network is somewhat reliable: A sends a message marked as reliable.
      • If B receive, but the message is corrupt: ask for a replica.
      • If B doesn't receive anything -> it doesn't ask for a replica -> the whole message is dicarded on both end.
    • Assume that the network is not reliable at all: A sends a message marked as reliable.
      • If B receive a corrupt message: ask for a replica
      • If B doesn't receive -> doesn't ask for a replica -> A didn't got a response -> A automatically re-send the message (fixed re-try counter).

    Which one would you suggest?

    Bonus question: packing.

    Should I pack my network data into a stream? This means storing in a buffer to send as few MTU as possible. Currently I send each message as different MTU. If yes, what would be a good way to prevent malicious packets that would corrupt the stream?

    submitted by /u/rabirx
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    Disclosure of game story. Hint / disclose or remain silent?

    Posted: 23 Aug 2018 07:13 AM PDT

    Hello. We are making a pixelart rpg game and wanted to know your opinion.

    Game will be heavily dependent on story, telling the player about a kid, who has been lost in a magical world. But... It's not fully true.

    World will be changing with the kid. Player choices would transform it, cause there is a hidden story behind. And it will lead player to the ending in-game and will explain everything in the world from its inhabitants to some occasional events.

    But, in pre-release should we hint about it? What do you think? We are starting a kickstarter project in 2 month and deeply concerned about it. Out team really thinks that game story - one of the stronger moments of our game, but yet, disclosing it would spoil fun for sure.

    submitted by /u/retryentrygames
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    Free sound sample packs for your games.

    Posted: 23 Aug 2018 01:13 AM PDT

    Hello,

    I have created a couple of sound effects and atmosphere sample packs which are free to download.

    If you do use any of them be sure to credit me.

    https://geraldbuckfield.bandcamp.com/

    I will be uploading to this regularly so be sure to keep an eye out.

    Thanks,

    Gerald

    submitted by /u/gez1993
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    Doctest 2 released! Moved to C++11, added thread-safety, support for stand-alone assertions and completely overhauled the internals (printf ==> streams) paving the way for reporters and maintainability

    Posted: 23 Aug 2018 06:58 AM PDT

    Does anyone know a Unity asset product that would be an alternative to this ?

    Posted: 23 Aug 2018 03:00 AM PDT

    This guy makes really amazing effects ! I'd like to have something resembling. Does anyone know where to find effects like this ? I'm especially interested by hits effects.

    https://www.youtube.com/watch?time_continue=10&v=4NioWo0B8hc

    Thanks !

    submitted by /u/UpstairsCurrency
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    I am a backend software engineer and want to get into game programming. Is that feasible?

    Posted: 23 Aug 2018 06:06 AM PDT

    I am not much of a game designer. I don't have great ideas for making games and although I love learning about game mechanics I don't particularly want to work in implementing them. But I have experience in and work as a backend software engineer (so, network stacks, databases, etc.).

    Is it even feasible for me to apply for game programming jobs? Is there anything specific I should be learning? What about tools like Unreal or Unity? I feel like this is the next logical step in my career (I spend my money mostly on games when not spending on travelling and a large part of the media I consume is based around games).

    So I guess I have a bunch of concrete questions: - Is it feasible for me to apply for jobs as is or should I be picking up additional programming skills? - What sort of programming skills would I need to be competitive for the gaming industry? - Is it better to be a generally good programmer or specialize in learning tools? - Are the salaries competitive?

    Thank you in advance :)

    submitted by /u/Kaylors
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    Ad-Mob + Unity Game Play Services (GUI Plug-in)

    Posted: 23 Aug 2018 09:39 AM PDT

    Metal Gear Rising cutting system

    Posted: 23 Aug 2018 05:26 AM PDT

    Anyone know how they optimized the cutting system in MGR: Revengeance?

    I'm currently working on a VR project that has "cuttable" objects, but it lags like hell when I cut it multiple times.

    submitted by /u/Thresssh
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    Why Epic Games makes Fortnite's Bloom Radius so Huge

    Posted: 23 Aug 2018 09:01 AM PDT

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