A Tool I Made A While Back For Converting Images To Materials, Now Free For Everyone! |
- A Tool I Made A While Back For Converting Images To Materials, Now Free For Everyone!
- Friendly reminder that any HS or college students can get a free github membership
- Is there an indy-friendly alternative to Marvelous Designer?
- While most people don't agree, this is why you have EULA's to protect your player base.
- Armory 3D & Blender : Canvas UI Tutorial
- Accidental similarities to another game that are hard to shake
- What areas in Game AI can be improved ?
- Resource for interesting gamedev related CS papers and blog posts.
- Machine learning for levelgeneration
- I worked on Indie and AAA Game (Play) Programming for 15y, AM(A)A!
- What are some interesting ways to tell story beyond text?
- How Serious Sam's Demo Saved the Game From Extinction | War Stories | Ars Technica
- Trying to find the Windows analog of Mac SpriteKit
- My Game is taking forever...
- You can advertise your game or skills on my Discord server if you need playtesters or feedback. We have about 150 gamedevs and players here who show off their game and progress and love supporting each other. We also help each other with game design, feedback, programming, and art. Share your stream
- What is this algorithm called?
- Visual Survey
- Adding credits to your game as an indie.
- Ultra team will be at Money 2020 Las Vegas, Crypto Invest Summit in Los Angeles, Game Connection and Paris Games Week
- Red Dead Redemption 2 team was crunching 100-hour weeks!
- Requirements for Finding a Job as Game Developer.
- What software can I use to develop games on low-end laptop?
- How does a game like Unknightly use so many dynamic lights?
- Marketing Monday #243 - Rising Stars
- How many successful games/apps are actually from indie developers that started as Indies? The % looks extraordinary small.
A Tool I Made A While Back For Converting Images To Materials, Now Free For Everyone! Posted: 15 Oct 2018 09:43 AM PDT |
Friendly reminder that any HS or college students can get a free github membership Posted: 14 Oct 2018 03:50 PM PDT I just realized this, and wish I had sooner. If you're at least 13 and have a school email, whether or not it's in college or high school, you can get github for free, along with unlimited private repos. I didn't realize this until earlier today. It took me two minutes to sign up, I received an email almost immediately, and now I have it for free for the next two years. Normally it is $7 a month. Here's a link to it: https://education.github.com/pack [link] [comments] |
Is there an indy-friendly alternative to Marvelous Designer? Posted: 15 Oct 2018 09:09 AM PDT I need to create clothing for my 3d characters. I was planning to spend $300 for the tool. But you can't sell anything you make! (What's the point of buying it?) Anyway, now I need to know how to sew in 3D on the cheap. My pipeline is Unreal and Blender (I have cloth weaver...the old one). Blender comes close but I would need to sculpt the wrinkles and details. Any ideas? [link] [comments] |
While most people don't agree, this is why you have EULA's to protect your player base. Posted: 15 Oct 2018 10:41 AM PDT |
Armory 3D & Blender : Canvas UI Tutorial Posted: 15 Oct 2018 08:31 AM PDT |
Accidental similarities to another game that are hard to shake Posted: 15 Oct 2018 04:53 AM PDT Has anybody had the issue with their game being similar to another, but it being almost impossible to get away from it? My game is single screen local multiplayer and extremely similar in look and feel to Towerfall. The actual characters/theme are different, and the game plays completely differently, but if you look at it, it looks just like Towerfall. I can't really get away from it and don't know what to do. It has to be single screen, the character select has to look almost the same, because that's what the game is. I don't know what to do, the game wasn't actually inspired by towerfall at all, it was inspired by Mario all stars battle mode. My friend then said I should take a look at Towerfall because it's similar, and honestly it looks near identical. What can I do to get away from looking like a straight rip off of Towerfall without actually changing the gameplay that is a crucial part of it? I want to put this game on Steam, I've worked so hard on it, but I don't want to be 'the guy with the rip off'. [link] [comments] |
What areas in Game AI can be improved ? Posted: 15 Oct 2018 04:25 AM PDT I'm doing my final year research project and currently leaning towards game AI, i'm just trying to explore any options to see what might be best for me to work on. So in your opinion what areas of game AI do you think can be improved ? [link] [comments] |
Resource for interesting gamedev related CS papers and blog posts. Posted: 15 Oct 2018 08:59 AM PDT I'm looking for resources for gamedev related CS papers or blog posts. I'm interested in:
The only such collections I've found are https://www.gamedevs.org/ and of course http://fabiensanglard.net/ Any other tips would be very welcome. [link] [comments] |
Machine learning for levelgeneration Posted: 15 Oct 2018 07:44 AM PDT Hey everybody. I'm currently looking into possible bachelor themes and I found myself interested in the whole procedural content generation theme. I have taken some time to research pcg and machine learning and now I'm wondering how you could train a NN to generate levels. I can see that ML is maybe smart way to learn the users playstyle and rearrange mapblocks. On the other side it's maybe a lot less controllable then pcg algorithms. But I wanted to look into levelgeneration as in the algorithm spits out levels (can be text or pixel image which is then interpreted by unity). Have you seen anything like that online? I'm struggling with the idea on how to train the network without having to hand edit thousands of examples or write a procedural generator first which would take away the reason to use ML alltogether. How would one teach a neural network to generate a level? What would be a pro to use a neural network instead of a pcg algorithm? [link] [comments] |
I worked on Indie and AAA Game (Play) Programming for 15y, AM(A)A! Posted: 14 Oct 2018 07:49 PM PDT I thought this is a good way to try contributing something beyond "making games"... Note: It's hard to give an good answers on how to get into the (AAA) industry since the way I got into games was so different "back then" still I have subjective views on how I'd hire junior game programmers. Like most experienced programmers I know my bit about prototypes, team work, iterating/focusing on features, debugging, etc. Apart from that my main experience is in those two areas:
Let's see how/where this goes... :P [link] [comments] |
What are some interesting ways to tell story beyond text? Posted: 15 Oct 2018 04:38 AM PDT My game is about running an inn for heroes in a stereotypical fantasy RPG world. The player will not be an active part of the story but will instead view the story through the various hero characters who come to stay at the inn. The player will send them on quests into the wilderness to clear out areas both to make them safer (for yourself or employees to forage) or to discover new resources for you, and some of these quests could be used to advance the story as well. I'm kind of drawing a blank on how I should give story info outside of dialogue and journal entries. I was thinking of having people hang out in the dining area at night and the player can chat with them for some backstory and current events. A quest journal could be used for the heroes to recall what happened during their quests as well. I'm iffy about using text to tell most of the story though considering it's not a visual novel. It feels like there should be something more visual and interactive about it. I could be wrong though. Is text enough? Any recommendations of games (or other media) with interesting storytelling which could apply to my situation would also be appreciated [link] [comments] |
How Serious Sam's Demo Saved the Game From Extinction | War Stories | Ars Technica Posted: 15 Oct 2018 01:02 AM PDT |
Trying to find the Windows analog of Mac SpriteKit Posted: 15 Oct 2018 07:46 AM PDT I've found a lot about engines, but I don't think I want an engine. I just want to fool around with sprites. I found SFML and SDL, but people talk about those as though they're mostly learning tools, and I'll eventually want more. And a lot of the frameworks seem to be deprecated, but really, it's hard tell which. Some say they're deprecated, but then people still ask questions about them two years later. I'm experienced with Mac SpriteKit+Swift, and I'm experienced with C++. But I don't speak the language of Windows-land very well. Any translators out there? [link] [comments] |
Posted: 14 Oct 2018 12:34 PM PDT I'm making a mobile game with Corona for iOS and Andriod but is taking almost twice as long as I expected and I am starting to lose motivation. Any suggestions or motivation? Thanks. [link] [comments] |
Posted: 14 Oct 2018 08:35 PM PDT |
What is this algorithm called? Posted: 15 Oct 2018 11:47 AM PDT Link: https://imgur.com/a/Df7VNuL I'm not quite sure how to get the problem condensed into a small enough question to get an answer from Google, but I hope this diagram is enough for someone to point me in the right direction :) In short: Given two points, A and B, in real space, positioned on an integer grid, how can you find the set of cells which fall beneath the line connecting the two points? In shorter: How do find purple squares between red dots? [link] [comments] |
Posted: 15 Oct 2018 11:44 AM PDT Hello everyone, I'm a games design student currently in my first year of the course, and it would really help out if you could complete a short visual survey on how important character design is to you when playing a game. I'll be designing a character for a 3rd person character action and shooter game with a post-apocalyptic setting inspired by existing works of fiction such as Mad Max, Fallout, The Book of Eli, Turbo Kid and The Road. I am in need of results by Friday, the latest. Thank you in advance for everyone who takes the time to complete my survey. [link] [comments] |
Adding credits to your game as an indie. Posted: 15 Oct 2018 11:38 AM PDT |
Posted: 15 Oct 2018 11:19 AM PDT Super busy week ahead! Ultra team is traveling around the globe to meet game devs, investors, and potential partners. We'll be at Money 2020 Las Vegas, Crypto Invest Summit in Los Angeles, Game Connection and Paris Games Week! If you want to meet the team, send a message: Contact@Ultra.io If you are in any of these events and want to see some team members! Don't hesitate guys the team will be happy to meet you in person [link] [comments] |
Red Dead Redemption 2 team was crunching 100-hour weeks! Posted: 15 Oct 2018 11:19 AM PDT |
Requirements for Finding a Job as Game Developer. Posted: 15 Oct 2018 11:05 AM PDT Hello, I'm an 18 y.o. who just graduated high school. I've been working on Unity/C#(OOP in general) for nearly 2 years. What do I need to find a job as a game programmer/designer ? I had 50% scholarship in CS and Game Design fields but I couldn't afford it so I skipped college. I tried creating an indie studio but had issues with artists (hard to find decent artists who also accept revenue sharing.) So I ended up with 2 cancelled projects which I spent months on. Bad experience is still an experience so I don't regret my decisions but I have nothing to put in my portfolio. I don't have degree, certificate or completed projects. I also live in Turkey and we don't have decent game studios here. Just a couple of cash-grab studios which make knock-off of successful mobile games (CoC, Candy Crush etc.), gambling games. I want to work abroad but how can I with my current state though. So basically these are the questions need to be answered: How can I find an abroad job with my current state ? Should I earn and spend money on college or certificates, are these necessary ? If experienced game developers (which also earned money working as a game dev.) can answer these I'd be very grateful, thanks. [link] [comments] |
What software can I use to develop games on low-end laptop? Posted: 15 Oct 2018 04:56 AM PDT I want to start studying and creating games. Nothing too flashy, 2D games is what I had in mind. My laptop is quite slow, so I think using Unity and anything above that is out of the picture. I do want the game I'll develop to be playable in Android and in PC, (Cross-Platform?). Though it's in PC that'll be the focus first. What are the software that I can use to develop 2D games [link] [comments] |
How does a game like Unknightly use so many dynamic lights? Posted: 15 Oct 2018 03:08 AM PDT How does a game like Unknightly use so many dynamic lights? Particularly in VR. I don't know what engine the game uses, but it seems to have quite a few dynamic lights in close proximity to each other. What are some tricks being used if it's just being faked well? Thanks [link] [comments] |
Marketing Monday #243 - Rising Stars Posted: 14 Oct 2018 08:15 PM PDT What is Marketing Monday? Post your marketing material like websites, email pitches, trailers, presskits, promotional images etc., and get feedback from and give feedback to other devs. RULES
Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] |
Posted: 14 Oct 2018 02:58 PM PDT I was watching some old WWDC videos, where 10 years ago, developers presented games with only two weeks of developing times. Those games were of a quality that I alone cannot possible achieve in two weeks, not even on the current iPhone and SDK. It feels like fundamentals is what matters, even if those fundamentals are from 10 years ago, they still apply and you get close to zero head start with a more advanced SDK or device, knowledge is what matters, not performance, not pixels, not new APIs. And knowledge takes a very long time to gather, requires experience. Also, the companies are still the same, from the 2008 presentation I recognise almost all of them and they are still successful today. There is a wave of indie developers that seems to keep growing, but I have the sensation that those indie developers are the same people... developers from big companies that decided to create their own small company and game... it's like the PayPal mafia all over again. My question is, how many, from the successful indie developers or companies we hear are actually indie developers from the start. Meaning, a single person or group of people that started programming by themselves, learned by themselves, created a game or app and became successful. Success here is being able to live exclusively from your products comfortably, around 100k a year per employee involved. I have this feeling that if you are not born from the branch of initial successes your chances of succeeding are incredible slim, even if you spend 5 years mastering programming there is someone from the success branch that already has 15 years of experience where no new SDK or new device can narrow the distance by the sufficient length. All you can do is join them or die trying. [link] [comments] |
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