My experience marketing my game on steam (tips and tricks) |
- My experience marketing my game on steam (tips and tricks)
- Can someone simply the core fundamentals of animating a facial rig?
- How do you architecture your codebase?
- Simple ECS library
- What needs to be done to properly start a games dev studio? (UK)
- How you can animate an explosion for your game
- TCP and UDP Sockets API on Chrome, Firefox
- Develop text game engine
- Resident Evil for Sega Mega Drive/Genesis
- Can we create good 3d games with python?
- Taking Pixel Art to the Next Level
- Unity UI Panel Animation Tutorial
- Screenshot Saturday #400 - New Milestones
- Armory 0.5 is out! - Releases
- How and Why to use Interfaces in your C# Unity Game
- Unity 2D tile help
- Project Advice : (3D visualization)
- iOS game development - where to start?
- THE CHALLENGE OF CHALLENGE: “Souls-likes” & the Careful Balance of Difficulty
- The Game Development World Championship (free contest for indie devs, prizes include laptops and trips to Finland + Sweden) submission deadline is tomorrow, for those interested.
- An update on the indiepocalypse. Spoiler alert: it's still bad
- God of War - The Art of the Scene
- Hello, i am looking to make an app, but dont know where to start.
- How should I approach displaying item information in a fast-paced game?
My experience marketing my game on steam (tips and tricks) Posted: 29 Sep 2018 03:49 AM PDT Since releasing Warsim on steam I have used all kinds of methods to promote the game, I am going to break them down because I believe that in marketing games there isn't a single solution unless you have enough money to pay someone to do it for you. If you want to market a game well you will have to do a combination of lots of things constantly, these are the things I have done so far and how they have worked out for me.
These are some of the things I have done/experienced, throughout the development process but there are of course tons more things you can do, I am interested if you guys have some of your own tips and tricks you've used to promote your game! Hope this helps Best of luck! [link] [comments] |
Can someone simply the core fundamentals of animating a facial rig? Posted: 29 Sep 2018 09:39 AM PDT For all of the tutorials I have been following, it always seems like organizing (grouping, naming, joint connections, etc) takes about 75% of the time of the lesson compared to actually getting down to the nuts and bolts of deforming the face. From my understanding, animating a facial rig can be simplified down to:
I know that all the grouping, naming, and controls are necessary for a properly functioning rig, but I am just trying to get a basic understanding of what a facial rig can be simplified down to, and then add the more complex stuff on top of it after.
THANKS MAN, I REALLY APPRECIATE IT!!!! [link] [comments] |
How do you architecture your codebase? Posted: 29 Sep 2018 11:13 AM PDT Hi. I've been working on a hobby game project in C++ for a while and the codebase is getting large enough now that I'm starting to question some of my architectural decisions and I'm interested in hearing how some of you approach laying out your code. As an example, I have a main game class that looks something like this: I've found that structuring my game systems in this way is visually unwieldy, and something just feels wrong about making everything a class and naming it "*System". Also as the project has grown I have to pass more and more dependencies between systems as they interact with each other. E.g. if As another example, to try and mitigate these dependencies I have implemented a global Also now I find my code somewhat difficult to reason with. Events are fired and the game logic jumps from method to method in different classes in an unknown order. E.g. if -- I've had a look at some open source codebases like id's Quake III Arena and DOOM 3 for alternative ideas. Quake III's code is quite beautifully simple, being written in C with a lack of classes. And I noticed DOOM 3 exposes a lot of systems as global pointers. Though both are 10-20 years old so I'm not sure how applicable they are for modern games programming - especially as I'm using my project mainly to improve my programming skills, potentially in the hopes of transitioning to a career in software development. I know in indie game development the mantra is that there's no "right way" of doing things and that finishing a product should take priority over overthinking code architecture / optimization. Still, I'm interested in how you guys approach structuring your game engine code, so maybe I and others can learn something new. I feel like my thought process when coding is limited and maybe there are different approaches I haven't even considered. Cheers [link] [comments] |
Posted: 29 Sep 2018 11:13 AM PDT |
What needs to be done to properly start a games dev studio? (UK) Posted: 29 Sep 2018 08:33 AM PDT I'm a uni student, and a few of my friends would like to start a small indie games studio. We only want to start with a small game while we study, working out of our rooms so we don't have to worry about office costs or anything. What exactly do we need to do to properly start a company in the UK? Where do I go to do it? And how much would it cost? Are there any other official things we would need to do to start a company? Such as having people 'employed' (Even though we'd all be working for free as a passion project) Apologies if this seems like a very broad question and might seem stupid, none of us have experience with business yet, and just want to release a small game to get us started and for our portfolios, with the opportunity to expand if it does go anywhere. Cheers! [link] [comments] |
How you can animate an explosion for your game Posted: 29 Sep 2018 08:11 AM PDT |
TCP and UDP Sockets API on Chrome, Firefox Posted: 29 Sep 2018 09:36 AM PDT |
Posted: 29 Sep 2018 09:26 AM PDT A little background.... I've studied C++ (very little, only done a "guess the number" game) before moving to web development. I have done a database for recording invoices and other data using PHP and JS (no frameworks, jQuery...). With this experience i now want to create a text game engine from scratch as a project to learn. I was thinking of using Python with Kivy, as it seem to be a good option since can be compiled for Windows, Linux and also Android. Good choice or is there a better one? At first the game is going to be just a sequence of text and choices, but as i learn i want to expand it so there is a player that move in a "map" and go through various stories. I'm also thinking to add an inventory, stats and fights, but i'll think later to that. Anyone knows a good book/tutorial to start? I don't really need much graphics (the experience should be that of reading a book, sort of). Maybe sound for those who are not big fans of reading. Thanks in advance! [link] [comments] |
Resident Evil for Sega Mega Drive/Genesis Posted: 29 Sep 2018 11:52 AM PDT |
Can we create good 3d games with python? Posted: 29 Sep 2018 09:03 AM PDT hey there.I am learning python so i was wondering if i could create 3d games with python like by using blender or something else? please suggest me with your suggestions. [link] [comments] |
Taking Pixel Art to the Next Level Posted: 29 Sep 2018 07:55 AM PDT In the indie scene, pixel art is extremely popular. It is aesthetically pleasing and induces a lot of Nostalgia. So it is only natural that developers and designers would want to take it to the next level and place the pixel art into the 3D world. Due to the fact that pixel art is made up of squares, the natural progression is that its 3D counter part would make the art out of cubes. Voxels are essentially 3d pixels also known as volume pixels. Many designers have tried this however the result is not very aesthetically pleasing. It looks like something out of minecraft. The reason for this is because usually a designer will make a voxel object and then convert it to polygons. Then they would rig the object, texture it and proceed to animate it. The problem is, Voxels and Polygons do not behave in the same way. Polygons are made up of 3 points that are joined together by lines. During animation, these points move around giving a morphing or movement effect. With voxels however, it is the cubes (volume pixels) that move around. This gives a completely different visual effect that is far more aesthetically pleasing. So the solution, isn't to just create objects converted from voxels to polygons, but to instead to convert the details and animation from voxels into polygons. I am working on a project called Gigga Bit Labyrinth to demonstrate this. Please watch this concept teaser. https://www.youtube.com/watch?v=U6CySnnc_M0 The idea of this game is not only to capture the visual look of pixel art in 3D, but to also capture the feel of 2D games, while in a 3D environment. Super Mario 3D World has been a massive inspiration, because even though it is a 3D Mario game, it still manages to maintain that feeling of it being a 2D Mario game. This is what I wish to achieve with this game, and influence other indies to innovate in the same way. What are your thoughts? [link] [comments] |
Unity UI Panel Animation Tutorial Posted: 29 Sep 2018 08:42 AM PDT |
Screenshot Saturday #400 - New Milestones Posted: 28 Sep 2018 07:37 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. Bonus question: Do you enjoy competitive multiplayer? [link] [comments] |
Posted: 28 Sep 2018 03:16 PM PDT |
How and Why to use Interfaces in your C# Unity Game Posted: 29 Sep 2018 12:33 PM PDT |
Posted: 29 Sep 2018 11:52 AM PDT Can you guys help me with this problem, In tutorials people use Rule Tile, animation tile and other, for some reason these tools dont appear for me . Thanks in advance [link] [comments] |
Project Advice : (3D visualization) Posted: 29 Sep 2018 07:51 AM PDT Hi everyone, I need to design an application that inputs 3d cad files of a building, and dynamically produces a 3d environment (third person POV and first person). How should I approach this project? What tech is capable of fulfilling these requirements? I was looking into webGL, three.js and unity. I feel a little lost on how to approach the project itself. I'd appreciate it if someone could nudge me in the right direction. [link] [comments] |
iOS game development - where to start? Posted: 29 Sep 2018 02:05 AM PDT Hi, So far I have been focused mainly on Machine Learning and have developed backend. Recently, I have been thinking to give mobile game development a try. I started to learn swift by watching Developing iOS 11 Apps with Swift, but as I haven't got any prior experiences with game development, I don't know how long is the road to develop a game that might catch any attention on app store. Certainly, there are a number of different game types (board games, 2D, 3D etc.) so I guess the answer couldn't be generalised and also it depends on how much effort is invested in the field and therefore I would be very thankful if anyone could provide any suggestions on where to start considering the following:
Thanks! [link] [comments] |
THE CHALLENGE OF CHALLENGE: “Souls-likes” & the Careful Balance of Difficulty Posted: 29 Sep 2018 10:22 AM PDT |
Posted: 29 Sep 2018 12:36 AM PDT |
An update on the indiepocalypse. Spoiler alert: it's still bad Posted: 28 Sep 2018 07:08 PM PDT |
God of War - The Art of the Scene Posted: 28 Sep 2018 05:22 PM PDT |
Hello, i am looking to make an app, but dont know where to start. Posted: 29 Sep 2018 10:38 AM PDT i have an idea for a game, however i have no idea where to start. any advice? [link] [comments] |
How should I approach displaying item information in a fast-paced game? Posted: 29 Sep 2018 05:47 AM PDT I'm developing a somewhat fast-paced, arcadish top-down zombie shooter game. Lately I've been trying to solve how much information about the weapons should I show to the players, and how/when should it be displayed. For now the game is single-player only, but I'm going to add local co-op later on, and perhaps a networked co-op. I can't decide how much information should be displayed. I feel that the weapons should not have hidden stats, unless they are purely cosmetic. For now the non-cosmetic statistics are: Fire rate, damage, critical hit chance, armor penetration, clip size, recoil/spread of the weapon, reload time and max amount of clips to carry (might change most weapons to have infinite ammo). I think that the statistics should be displayed in a way that is easy to digest without pausing the game. But when should they be visible? when pointing the weapon pickup with mouse, when pointing them in the weapon slots UI? I feel that a visual representation of the statistics could be a better way than having a bunch of text and numbers show up, at least in in-game situations. Some of the weapons will also have a possibility to add attachments to them, and there's going to be lots of different weapons. So TLDR: How should weapon information be displayed in a fast-paced game so that everything useful is easy to find out quickly, without sacrificing too much player attention / time on digesting them? [link] [comments] |
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