Weirdest bugs you did or fixed and maybe you wished they were turned into features |
- Weirdest bugs you did or fixed and maybe you wished they were turned into features
- My game got a lot of attention online, so I wanted to share the statistics with you.
- Would you use text-to-speech if it sounds natural?
- What does a $10K game look like?
- no programming skills to successful product in 1 year
- What are the realities of creating an online multiplayer game?
- I have experience in RPG Maker, Ren'Py, and some Java. Should I go on to GameMaker or straight to Unreal?
- The World Design of Super Metroid | Boss Keys
- Play on Jump [Netflix of indie games] worth it?
- How can I accurately increment a value on my server and the connected clients of my game?
- Can you guys help me out with a mechanic of my horror game?
- 2D Game Cameras Short Youtube video.
- Lots of RGB Colors (a few 16 color palettes & lots of Pantone colors)
- Using pirated software for sound design. Questions about staying within the law with commercial projects.
- Contact-hardening Soft Shadows Made Fast - Graphics and GPU Programming
- Social gaming aspects for mobile gaming
- 2D TBS/RTS Game Idea
- Which vector sprite editor do you recommend using? (with animation)
- I created a tutorial, need some feedback: Increasing framerate by combining meshes in Unity3D
- Tutorial on making binary game files(c++)?
- Stuck In Attic - A really charming and touching documentary about a small indie team making an adventure game[01:00:01] (x-post from /r/theMakingOfGames)
- How does the Total War series manage to replicate/sync tens of thousands of units in multiplayer?
- How can I give credit to taken radio voices
Weirdest bugs you did or fixed and maybe you wished they were turned into features Posted: 03 Sep 2018 04:45 AM PDT My two favourite:
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My game got a lot of attention online, so I wanted to share the statistics with you. Posted: 03 Sep 2018 06:24 AM PDT Hello /r/gamedev, I thought you might find this interesting. At least I find it interesting when others share their statistics. Some days back I posted a gif on /r/gaming of my game announcing its release. The post took off and got 8.8k upvotes and almost 130k views. The gif itself has 500k views according to gfycat. I also shared my game elsewhere, but this was the main source of traffic to my game. The day I released, my game page got 3.5k visits and 530 downloads. Not the best ratio. Along with this, it got 10 purchases (the game is pay what you want with a suggested price of 3.99 USD) The attention from the reddit post stagnated during a few days and the page visits fell to a little under 1000 on the third day. Then the game was featured on itch.io, so it would show up on their main page. This resulted in about 1000 page views a day for about a week. A thing I noticed, was that when the game was shared on /r/gaming, I sold a lot more copies and people were generally more generous with the prices, than when it was featured on itch.io. My theory is, that I was engaged and felt like a human being in the reddit thread, and on itch.io it is just a game between many. The copies sold were significantly lower after the rush from reddit, where most paid around 1 USD. Remember, this game was made as a hobby for me and I was really happy when I sold my first copy and didn't believe how much attention it got. I hope you found it interesting. Feel free to ask me about anything, and I'll do my best to answer :-) [link] [comments] |
Would you use text-to-speech if it sounds natural? Posted: 03 Sep 2018 09:06 AM PDT Hey guys,
I'm working on a tech to mix natural sounding voices with music and sound effects.
I'm curious if the community would use this kind of tech in games as voice acting is really expensive.
Here's an example of what we can produce in seconds: https://youtu.be/HPjXkcjbciM [link] [comments] |
What does a $10K game look like? Posted: 02 Sep 2018 04:34 PM PDT This may be helpful to the community. Please contribute if you don't mind. If you've built a game that has grossed at least $10K over its lifetime, please post:
You don't have to disclose exactly how much you've grossed (obviously by posting you're stating that it's made at least $10K). The goal here is to see what these games look like with regards to quality (along with supplemental info that may help people see how high/low the bar is). I think it'd help with:
(Please post only games you've built). [link] [comments] |
no programming skills to successful product in 1 year Posted: 03 Sep 2018 10:31 AM PDT I think /r/gamedev will appreciate my little story, that you can build successful products without being an expert in anything and in a relatively fast amount of time, even if you are starting from scratch. The key is to be consistent, stick with one small idea, and be brave enough to release your stuff in it's early and not-yet-perfect stages to get feedback. The product that I made was actually an accident. Over 2 years ago my friend invited me to help him make a language-learning writing app that teaches you how to write non-latin based alphabets. At the time, I couldn't program, design, or draw, but I joined him regardless as the "designer" (and also wondered why he asked for my help). Fast forward half a year and I wanted to figure out how to make the writing strokes do cool effects, and since we were using HTML5 canvas for it, I stumbled upon Phaser, which is a JavaScript framework. I did some tutorials and built some small prototypes over a few months, mainly just for fun, and eventually got to the point where my JavaScript was almost passable. Then my friend got married and he took a month off. I decided to take a break and make a little language learning game with Phaser while I had free time. After a month, I had a complete monster of a codebase, my friend claimed he didn't even understand how it worked, but it did work! It was a game that taught you numbers and colors for Japanese and Korean. I figured no one will like it, and it barely has enough content in it, but I released it anyways to the play store. To my surprise, both the Japanese and Korean apps were getting ~1,500 downloads a day after a month, which was more than our writing apps were getting at the time, and the vast majority of people had positive things to say about it! I was so surprised, and I learned a valuable lesson. It's embarrassing releasing your product in it's early stages, but it's the only way to improve the product and to constantly iterate on it based on feedback. I ended up spending the next 4 months adding a lot more content to it, hiring professional voice actors to record the words, and added more languages. The update came out, a lot more people started using it, the play store started ranking them extremely high in the store, and people were paying for it! The rest is history. So when I started learning how to program, to the point where I was earning an average American salary was about 1 year. And the code was still awful, nothing made sense (to other programmers who looked at it), but instead of constantly remaking things and following other ideas, I just kept going forward with my lackluster coding skills until I was able to produce something that worked. Now, 2 years later from when I first starting programming, I have remade the app once again where the code actually makes sense enough to where my friend can understand it and help out, while also making it easier to add more features. I would have never known how to make a good app without having 2 previous working versions that were on the store and collecting feedback, despite it not being made well from a programming perspective. Finances From lurking on this forum for quite a while, I've noticed that finances comes up quite a bit. What I did, which works if you don't have any location-specific responsibilities, would be to move to a very cheap place, go abroad if you are in a developed country. I saved up $10k and moved to China & Taiwan for about 2 years, spending around $60 - 120 / month for rent. This gave me a 1.5 year runway whereas if I stayed in the states, that money would have barely lasted me 5 months with the same lifestyle I enjoyed in China & Taiwan. This was crucial because I was able to completely focus on learning and developing, ignore every part-time job offer that came my way, and still being able to live a full life of traveling, eating out, extracurricular activities, and having fun every weekend, which was crucial for my efficiency. Ending Words I'm hoping my story can inspire some people who are new to programming and game dev and think that they need like 5 years of practice and experience in programming and game design to make anything worthwhile. I went from idea-guy to successful developer in 1 year, and I'm not that great in all aspects of development, but I did have a decent idea with a small scope and I kept learning and iterating on it without giving up. Hope you all enjoyed my story :) [link] [comments] |
What are the realities of creating an online multiplayer game? Posted: 03 Sep 2018 05:38 AM PDT Hi everyone, I'm not new to game dev, but I am new to programming. I've an idea for a game of my own, but it's main function requires online multiplayer. Is it realistic for a solo developer to design a game with online multiplayer, and if so what are the things I should take into consideration regarding both programming and designing for this game? Thanks. [link] [comments] |
Posted: 03 Sep 2018 04:55 AM PDT If I already have experience in RPG Maker and Ren'Py, is it kind of a waste to learn an easy development engine if I already have some experience? I plan on becoming a full developer later on, so should I just learn Unreal (since that's my preferred engine), or is there still stuff I could learn from trying GameMaker? Is GameMaker considered a serious engine for making games by any means? Hopefully I explained that clearly enough... Edit: Thanks for the answers, everyone! I'll try to learn something more advanced. [link] [comments] |
The World Design of Super Metroid | Boss Keys Posted: 03 Sep 2018 08:00 AM PDT |
Play on Jump [Netflix of indie games] worth it? Posted: 03 Sep 2018 10:37 AM PDT They called themselves as the "Netflix of indie games". Have any of you tried to publish in their platform? How was the experience? [link] [comments] |
How can I accurately increment a value on my server and the connected clients of my game? Posted: 03 Sep 2018 10:35 AM PDT I'm trying to make a web game. I understand that when you move a player, on the client prediction and server you need to account for the delta by multiplying your move speed by it. However what if I want my player to accelerate? Its hard for me to explain, but if I had variable 1, which I increase by 10 each loop, then move my player by that, but make it stop incrementing when it reaches the current move speed, I cant accurately replicate that on my client because you cant just multiply the increasing number by the delta. How can I get around this? [link] [comments] |
Can you guys help me out with a mechanic of my horror game? Posted: 03 Sep 2018 03:30 AM PDT I'm developing a 2.5D horror game where the player can take some routes: 1) Explore the house with a flashlight and find unusual stuff, like moving stuff, ghosts, you name it. 2) Find around equipment like cameras and put them around the house If the player decides to go with the second route, he must search for the cameras closets, wardrobes, etc... I didn't want the player to just come near a furniture, press a button and get one of the cameras, so I implemented a bar that goes down every tick and the player has to fill it pressing the spacebar, so it feels more "well deserved" when you find the cameras. However, one of my beta testers said that it wasn't that good and that it kind of ruins the experience. I wanna replace it with another mechanic but I'm not sure how it should be. Can you guys help me out with this? [link] [comments] |
2D Game Cameras Short Youtube video. Posted: 03 Sep 2018 10:05 AM PDT |
Lots of RGB Colors (a few 16 color palettes & lots of Pantone colors) Posted: 03 Sep 2018 05:59 AM PDT Hi all this is a sort of cross post from r/sfml Having recently got side tracked implementing lots of colors on my first SFML project (I now have 3k colors and my asteroid ship is yet to take player input...) I thought I'd flesh things out a bit and extend beyond SFML into other languages. As part of my procrastinating I've implemented 3k rgb colors in 'code ready' formats for SFML, Game Maker, Unity & Godot, I've also included all the hex values, names, 0-255 and 0-1 values in a *.txt table. All in all there are around 2.5k Pantone colors and 7 palettes (e.g. Commodore 64, NES). If anyone has other palettes too suggest I'd like to flesh out the palettes section a bit, or if anyone spots a glaring error I'd be grateful if you could point it out. As yet I've been unable to test these in Unity or Godot but visual studio compiles fine with SFML and game maker threw no errors (although I've not put anything in an actual project just a file). Also, if anyone can point me to the correct Unreal documentation for this sort of thing i'd be really grateful (I had a brief look but most of the results coming back were for blueprints and not c++). [link] [comments] |
Posted: 03 Sep 2018 11:40 AM PDT Hello /r/Gamedev First of all, let me just say that if the game I'm working on were to make money then we would certainly purchase the products I have used or licenses, no questions. I'm working with a team of mates, we have no intention for this game to make any money whatsoever, this is more about demonstrating that we can take an idea and fully implement it. It will be on whatever online store for free (possible advertisements. I am unsure on this, but as I have said, any money will be going back into the company to purchase tools). I have experience writing, recording, mixing and mastering music. I am doing all of the music and sound, it's been a pretty big job and I wouldn't have been able to do it if it were not for the thousands and thousands of pounds worth of pirated music production software I have. I have only ever used this software for personal use, mainly just learning. I assume then that if the game does make money (or any future games we work on) the right thing to do is to purchase, one by one, all of the plugins I have used, plus the Digital Audio Workstation I am using (Cubase)? Furthermore, could anyone tell me if it's enough simply to purchase the standalone tool? For example, I use a synth called Sylenth1 and it came with a large bundle of soundbanks/presets, both external and internal. Legally, would it be enough to just purchase the plugin? Thanks for reading, any advice and information on this would be greatly appreciated. [link] [comments] |
Contact-hardening Soft Shadows Made Fast - Graphics and GPU Programming Posted: 02 Sep 2018 05:03 PM PDT |
Social gaming aspects for mobile gaming Posted: 03 Sep 2018 03:34 AM PDT Hey guys, This is my first participation here, and would like to thank you for this great community where you support other game developers! I'm asking this as I got a task for my product management internship, and wanted to check what does this community thinks. What are the latest social features you think a mobile game in 2019 must have? Thank you for your help and answers. [link] [comments] |
Posted: 03 Sep 2018 01:14 AM PDT Hey guys, I don't usually post stuff like this because it's pretty vulnerable to put an idea out there without having done any work on it yet. For what it's worth, I'm a programmer with a full load (both with my fulltime and personal projects) but I want to share an idea I've had anyways. I want to hear feedback before I consider sinking a few hundred hours into prototyping. TLDR; It's a turn based/rts hybrid with a turn based world map and real time battles like Total War, but on a very large map with generated factions, cities, and geography. First, in Fallout 4, there's a big focus on base-building: You collect resources and bring them back to essentially Minecraft-style base building experience, with buildable areas littered throughout the game world. I've always been a fan of mixing resource collection and some sort of base building into RPGs, with Mass Effect 2 being a good example as well in which you can "scan" planets and then spend the resources on your ship. I consider there to be two phases to all these types of games: Grinding (resource collecting) and creating (spending resources to build your base). This is known as a compulsion loop. Second, in Total War there's an emphasis on these big picture scenarios where you have a world map and can look down on your cities (and explored cities that don't belong to you) and easily select what buildings you want built - with each building giving you bonuses or unlocking recruitable units. I'd like to combine elements from earlier Total War games like Shogun 2 in which your cities grow and expand their economy on their own at a rate relative to taxation and other factors, and Warhammer in which battles often reward players with special weapons and magical items they can equip on their Hero units. Now, without getting too deep in what I love about other games (maybe it's too late for that), I want to emphasize that the game I'd like to make is its own thing. I don't want to borrow too much from existing franchises but instead build off what fundamentally makes them good. When I design things I like to make outlines, because it lets me break down the core parts of the game or app at a detail level I'm comfortable with. 1) Turn-based gameplay on a realistic, fantasy world map. World is generated at the start, starting with tectonic plates shifting, creating realistic mountain ridges, adding ice caps, a sea level, and rivers. Temperature, then biomes are added. City/town spawns are generated in realistic spots (near rivers and important resources), and political borders are drawn between them. A brief world history is generated on a detail gradient (with vague details at the start and more and more specific ones the closer time gets to the "present"). How to dev this level of generation. 2) Player spawns as a one region faction with a "rebel" faction in an adjacent region. 3) Gameplay is broken down into two distinct phases, mentioned earlier. For grinding, the Player can receive special resources by attacking cities, winning battles, and diplomacy. For creating, the Player can craft a variety of weapons and armor to be equipped on their units. 4) Heroes, battles, and troops: Obviously I can't do a full RTS Total War style battle system. I'm one person and I only know how to do 2D stuff. But I'd like some way of doing real time battles with at least hundreds of 2D sprites duking it out on a battlefield. I'm considering allowing the Player to set up the initial troop formation and maybe setting troop behaviors, then just simulate the battle. 5) Extensive technology trees, still easy to understand with minimal "% upgrades" and a bigger emphasis on unlocking units, upgrades, abilities, and buildings. Total War tech tree (simple) vs Endless Legend tech tree (complex) I've been wondering what setting to do for this - obviously it can't be present-day for lack of melee engagement and no chaotic fantasy world to conquer. I like the idea of an alternate-reality Aztec/Inca/Mezoamerican world with hypothetical gunpowder/steel weapons. I also like the idea of post-apocalypse (zombies, empty cities to clear and recolonize, battles against zombies and other monsters) but it seems overplayed at the moment and I don't want Players going into the game thinking "Another zombie game? Geez.." Is this idea worth fleshing out? What are your thoughts and what would you add/take away? [link] [comments] |
Which vector sprite editor do you recommend using? (with animation) Posted: 03 Sep 2018 04:46 AM PDT I'm a pixel artist, and I want to try out making vector sprites (and exporting them to PNGs). I already know how to make vector art in Photoshop, but it doesn't have proper animation tools. So, what's a good program that allows the creation of vector sprites, with animation? I know there are a lot of similar posts that could be found through Google, but it's all just confusing to me. So forgive me for asking. [link] [comments] |
I created a tutorial, need some feedback: Increasing framerate by combining meshes in Unity3D Posted: 03 Sep 2018 06:42 AM PDT |
Tutorial on making binary game files(c++)? Posted: 03 Sep 2018 10:23 AM PDT For my c++ game and game engine, I need to save stuff. Because storing everything in XML files, png's and .FBX's will be very slow for loading(everything needs to be parsed) I am looking at using binary files(custom). I know some stuff about it, but I would like a good tutorial on things like: Endianess, what can be stored(e.g. a int) and what not(e.g. a string if not converted to char array). I am hoping there is some site providing more details on that, like how I can detect Endianess or make sure it is stored as the same Endianess type(not sure what to call it). The binary files will contain everything, Textures, Models(in OpenGL format, so can directly be loaded in), levels, game info, settings, shaders and some other Engine related stuff. Anyone know of such site/tutorial? Thanks! [link] [comments] |
Posted: 03 Sep 2018 06:26 AM PDT |
How does the Total War series manage to replicate/sync tens of thousands of units in multiplayer? Posted: 03 Sep 2018 12:58 AM PDT The Total War games is capable of having several players with some 20 regiments each and up to 200 units in each regiment battle eachother in multiplayer matches. Having dabbled with some networking code, I find that really impressive, and I'd love to know how to achieve something similar. There are too few "massive battle" games in the world. Maybe someone smart here knows/can guess what tricks they use to make this happen? What are some of the ways you can fake or relieve network traffic in general? Thanks. [link] [comments] |
How can I give credit to taken radio voices Posted: 03 Sep 2018 09:41 AM PDT Hi everyone! I am finishing an android quiz language game where I used audio clips of voices (made with Audacity) taken out of different radio stations around the world. The thing is that I thinking about upload the game to Play Store by free with adds. How can I give them credit? What is the way to do that? I need to send a message to all the radio stations involved asking for permission to use these voices? Or just add the in-game credits? Thanks! [link] [comments] |
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