• Breaking News

    Saturday, September 1, 2018

    Blender 2.8 : New Features and changes

    Blender 2.8 : New Features and changes


    Blender 2.8 : New Features and changes

    Posted: 01 Sep 2018 07:43 AM PDT

    6 Things to Remember When Localizing Mobile Apps

    Posted: 01 Sep 2018 06:45 AM PDT

    XP System: Should XP be dropped by an enemy, or gained whilst attacking/killing the enemy?

    Posted: 01 Sep 2018 06:37 AM PDT

    Currently, XP is something that is dropped by the enemy, which slowly drifts towards your player, similarly to Minecraft. I'm not sure if this is something I should keep, or whether XP should be just granted to the player after successful hits/kills, similar to a lot of RPGs.

    What do you believe is the best approach towards XP? (I'm quite torn between the two).

    submitted by /u/ClintosM
    [link] [comments]

    Do i need ITIN for Steamwork if my country is not in the US Income Tax Treaty?

    Posted: 01 Sep 2018 06:13 AM PDT

    I'm a solo dev and not residing in the US. This is my first time trying to publish on Steam and have been very confused with all the matters regarding tax. Can someone also tell me what is needed in "enter payment and tax info" tab when signing to steamwork? Do i really need ITIN? Cant i just take the Steamwork tax interview without ITIN or whatsoever?

    Ive read on EIN but it seems not applicable because not a US residence.

    My country isn't in the tax treaty so i'll get that 30% withholding i guess. Really appreciate if you can help, thanks.

    submitted by /u/qwertoh101
    [link] [comments]

    Screenshot Saturday #396 - Dazzling Sights

    Posted: 31 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: How often do you choose non-combat options when available?

    submitted by /u/Sexual_Lettuce
    [link] [comments]

    Reading Recommendations

    Posted: 01 Sep 2018 05:54 AM PDT

    What are the best reading or viewing materials for a game developer? I mean the ones that broaden your vision and understanding of the game design/development/business

    For me "Designing Games: A Guide To Engineering Experiences" was a brilliant book on the topic. I've also enjoyed the Trey Smith's book about Hypercasual games.

    Movies, articles, books, series or documentaries would be awesome.

    Thanks a lot in advance

    submitted by /u/egehonk
    [link] [comments]

    Elegant way of activating my ability with different needs?

    Posted: 01 Sep 2018 07:24 AM PDT

    So I got a very nice data driven ability system in place. Once activated it gives the entity one or more very basic actions to perform. It has listeners to activate onDamageTaken, onTargetKilled, etc and it seems to work very well. However, up until now I used ability.activate(target) to manually activate an ability where target is an entity. However, now I want to add movement abilities like basic move or teleport. These require me to pass in a grid position so ability.activate(Entity Target) won't work for this. Some other types of abilities are castOnSelf which should execute once the ability is clicked and a Toggle ability should be able to toggle on or off by clicking. I have been scratching my head since yesterday to come up with a elegant way of dealing with this. I thought about several options but they all feel so "hacky" to me.

    - I could make Ability abstract but I cannot add additional parameters to the activate method in it's subclasses like TargettedAbility.- I could makeactivate take a grid position and let the ability lookup if there is aEntity at that position when needed.- I could make some sort of data class that holds what is needed for the ability, once a ability is selected it looks up what is needed and asks the player to select it, once done it activates the ability with this data object.- I could make aTargetRequest class and derivepositionRequest,entityRequest, etc from that.ability.activate() goes trough what is needed and send out these requests to the owner/activator, once they all are fulfilled the ability is executed and if one of them are cancelled or incorrect the ability resets.

    I guess for something like a toggle activated ability I just need to extend from Ability and add a toggle mechanism.

    I would love to hear some other solutions, I have been thinking about this pretty long and could use some fresh outside input.

    **EDIT**

    As if I didn't have enough options to break my head over I played around with the idea of a listener. I implement it in my Ability class and pass it to it's owner which then needs to select something.

    ​public abstract class TargetListener { int range; public TargetListener(int range) { this.range = range; } public abstract void tileSelected(Tile selectedTile); public abstract void entitySelected(Entity selectedEntity); public abstract void cancelled(); public abstract void outOfRange(); } 

    Here I implement it in the ability.activate() method.

    public void activate(){ if (behaviours.contains(Behaviour.Self)){ target = owner; // execute ability } if (behaviours.contains(Behaviour.TargetEntity)){ //Lookup if position has entity and is not self TargetListener listener = new TargetListener(range){ @Override public void tileSelected(Tile selectedTile) { // Please select a entity, not a tile owner.removeListener(this); } @Override public void entitySelected(Entity selectedEntity) { // Entity selected execute(selectedEntity); owner.removeListener(this); } @Override public void cancelled() { // Cancelled reset(); owner.removeListener(this); } @Override public void outOfRange() { // Target out of range reset(); owner.removeListener(this); } }; owner.addTargetListener(listener); } if (behaviours.contains(Behaviour.TargetTile)) { // create another listener implementation. } // Etc... } 

    Once the listener returns something it removes itself from the owner. I am still debating if I need to create some sub classes from Ability such as TargetEntityAbility since a targetted ability does not need to hold a boolean to toggle it and nor does it need a tile to target. Also perhaps have a EntitySelectListener, TileSelectListener, etc and then just run cancelled whenever something else is selected then what is being asked for.

    This does seem like the proper way, perhaps I probably build it out some more but could use someone to review it and give me some feedback.

    submitted by /u/CtrlAltDelerium
    [link] [comments]

    Best books for learning unity2d?

    Posted: 01 Sep 2018 06:10 AM PDT

    Hi

    I am planning to learn how to create some 2D games and have settled for now with Unity (is that a good option?).

    So what is the best books about learning about unity for one who has not created games before but already know how to program?

    submitted by /u/beer118
    [link] [comments]

    Hey! My sister has decided she'd like to begin game development. She has no prior IT experience in general but I'm aware of some certs for software development. Although, I'm not entirely sure what she would begin with.

    Posted: 01 Sep 2018 11:31 AM PDT

    Any info on how to get started in the industry and what skills she can start developing?

    I'm interested in a different area of IT but noticed that comptia has some beginner level developer certs. One of them has a focus on Java, is this a good starting point? Thanks in advance

    Edit: I found this website and was wondering if it is a good source for information.

    submitted by /u/PUBG_INTENSIFIES
    [link] [comments]

    Jon Hare is doing an AMA now. He's creative director, game designer, co-founder of Sensible Software, creator of games such as Sensible Soccer, Cannon Fodder and Wizball.

    Posted: 01 Sep 2018 10:20 AM PDT

    Questions about hiring someone for a personal, non-commercial project (compensation, timeline)

    Posted: 01 Sep 2018 10:08 AM PDT

    I am an artist looking to create an art project (NOT a full fledged game) inside of a game engine, probably UE4 as it seems more artist friendly. The "gameplay" I am hoping for is super basic but I have no coding experience and was hoping to hire someone to help set up something really basic I can plug assets into (I am an undergrad art student looking to do this for my senior thesis and as such have very rigid time constraints). I have a couple of questions about this:

    1. How much would be a fair payment (project details below)?

    2. How long would this take (again, project details below)?

    I know very little about the coding side of game development other than the fact that seemingly simple things from the gamer's perspective can be incredibly complex and a pain to build on the code side of things.

    What I need:

    -first person player character that is able to freely move about map

    -a book object that can be activated and thus opened (think Skyrim) and pages turned, BUT MOST IMPORTANTLY, the functionality for players to type things into this book and have whatever was written saved (so that it will still be there the next time the game is played). The system by which this is implemented should allow for many discreet instances of the book to exist so that if the player writes something in one book they will not see that if they open another book.

    This is not a commercial project and will not be distributed. It will only be played on one computer so there is no need for options menus (other than the option to quit game).

    submitted by /u/sl0bbyb0bby
    [link] [comments]

    Want to become a game dev but don't know where to start!

    Posted: 31 Aug 2018 09:58 PM PDT

    So I want to make a game! I want to make a 2D mishmash of a roguelike metroidvania and rpg with huge emphasis on the random map generation, and using loot and a mmo-style ability bar to create fun and unique builds/synergies. I am aware of just how challenging this will be and plan to dedicate as many years to this project as it takes, using it as a basis to learn game development.

    My question is what engine should I use? What language should I learn? I took a visual basic and Java h class in highschool but honestly most of my knowledge outside of basic code logic is completely gone.

    I will use pretty much exclusively black and white with stick figures and doodles (think kingdom of loathing/west of loathing). In fact I plan on taking alot of inspiration from those games, but going alot further with it then just being an RPG. The thing I am absolutely most exicted for is working out the logic on the map generator. I am also very excited to have the opportunity to inject my own sense of humor anywhere I can. I'm not going for spectacle, I'm going for fun.

    submitted by /u/qetuo761
    [link] [comments]

    Export Unity asset to UE4 (Book of The Dead)

    Posted: 01 Sep 2018 09:49 AM PDT

    Did anyone manage to export this asset from Unity to UE4? Or can point me on some good guide video how to do this without issue? Thank you

    https://assetstore.unity.com/packages/essentials/tutorial-projects/book-of-the-dead-environment-121175

    submitted by /u/sashabcro
    [link] [comments]

    An Exploration Into The Learning Process of Unity for 3D Game Development - My thoughts as a beginner experiencing the jump from Unity2D to Unity3D.

    Posted: 01 Sep 2018 05:33 AM PDT

    Where can I buy high quality professional 3D models?

    Posted: 01 Sep 2018 08:02 AM PDT

    Hi guys,

    Which is the best website for buying high quality professional 3D models? I know some of the most popular websites with lots of models but the quality is sometimes really bad. I am searching for quality not quantity.

    Do you know about any good website? Where do you search for great models?

    Thanks a lot for the advice.

    submitted by /u/VertexLooper
    [link] [comments]

    Environment variables, atomic design, testing Redux-Sagas & more

    Posted: 01 Sep 2018 03:40 AM PDT

    Interstitial Ads and Why They're Important

    Posted: 01 Sep 2018 10:30 AM PDT

    Hey all, I have an idea for a mobile game. Where should I start? I'd be completely new to the process of story boarding, mobile app development, software needed, and the likes. Any helpful guidance would be greatly appreciated. Thank you.

    Posted: 01 Sep 2018 11:06 AM PDT

    Not many facial mocap software to choose from?

    Posted: 01 Sep 2018 05:08 AM PDT

    I've been looking at Faceware for a while. I'm actually surprised how hard it is to find an actual good looking lipsync test on the internet. I haven't found one that has me completely sold. I know Faceshift was bought out. The only other one I see as a contender to Faceware is Dynamixys. Right now I'm still leaning the most to Faceware.

    Is that basically all I have to choose from? Faceware or Dynamixys? I'm looking for something that will provide the most realistic results to human faces. Does a realistic lip sync just rely on the models blendshapes and less on the software?

    submitted by /u/NickSync
    [link] [comments]

    We'd like to share with you all our first year of development for our X4 turn-based game project

    Posted: 31 Aug 2018 07:02 PM PDT

    Hi gamedev!

    My name is Brais Martelo and I'm the creator and main developer of this Bird Of Civilization project.

    (all info in our /r/BirthOfCivilization)

    BOC was born as a personal project for a turn based X4 with huge scaled maps resembling the planet's curvature and atmosphere, and a limitless render distance that makes players feel as if they were moving through entire continents in the most realistic way possible, as if they were crossing the Earth.

    The biggest question at that point was if all of this was technologically possible using the actual development platforms like Unreal, and soon I discovered it was not (lets not even mention Unity…).

    This is why as a personal challenge, I decided to create my very own engine, a task I've always seen as extremely complex, and even more if it had to be powerful and efficient enough to achieve all of the colossal purposes I wanted to accomplish without having to break into the NASA and steal one of their computers.

    I spent a whole year of development on my own, creating all the technological implementation from scratch, completely native to C++, using the graphic API's Open GL 4.4+ and Vulkan, and completely focused on accomplishing all of the needs that my initial idea required. After a titanic effort and countless nights of sleep depravation, I managed to build an architecture that was able to handle all of the initial requirements,

    Here an very early 256x256 tiles world composite (record on last year) using openGL 4.4

    https://reddit.com/link/9bzhaa/video/wkg4q51snjj11/player

    And currently it looks like this (record this week) with openGL 4.4 :

    https://reddit.com/link/9bzhaa/video/est5mo8ccjj11/player

    submitted by /u/CodeArts
    [link] [comments]

    Why are tile sets commonly even numbers?

    Posted: 31 Aug 2018 07:39 PM PDT

    I want to design a tile set. It seems like having an odd number by an odd number would benefit me by letting me have a middle dot/line for symmetrical tiles. My reasoning as to why I'd want to ultimately doesn't matter, but before I get into it I'd like to know if there are obviously dumb reasons why i shouldn't do so.

    Would an odd number tile set screw me up in the long run?

    submitted by /u/MechaQueeen
    [link] [comments]

    I made a push notification feed (desktop/mobile) for posts of r/gamedev that have a minimum of 100 Karma.

    Posted: 31 Aug 2018 10:54 PM PDT

    Help with Unity?

    Posted: 31 Aug 2018 09:49 PM PDT

    Hey you guys, sorry to come here for help but in my current situation I don't have a lot of options.

    So I'm participating in my first game jam, and it was going well until me and my partner had some file issues that we found out were part of mismatch versions. So I updated my Unity to 2018.2 from 2017.3 but now NOTHING is working. ProGrids slows down my Scene view to all hell, and Post Processing Stack/Polybrush install but don't work at all.

    I don't know what I'm doing wrong but I really want to be able to finish this little game. Do I need to remake the whole game or something? I'm early in, so I feasibly could...

    submitted by /u/notMateo
    [link] [comments]

    No comments:

    Post a Comment