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    Sunday, October 28, 2018

    Amazing explanation of quaternions for 3D rotation

    Amazing explanation of quaternions for 3D rotation


    Amazing explanation of quaternions for 3D rotation

    Posted: 28 Oct 2018 01:55 AM PDT

    Does your Indie game have strange negative Steam reviews from China? I might know why.

    Posted: 28 Oct 2018 07:59 AM PDT

    During a research I did for localizing ΔV: Rings of Saturn to Chinese I got across an interesting information.

    I started the research and localization effort due to website visit stats. China is second most prominent source of visits to my store page, totaling 8.4% of the total traffic. It outdoes even my native Poland, where I'm making active efforts to market the game, and there are days where it outpaces the English-speaking playerbase.

    Players from China are blocked from accessing many sites, including steamcommunity.com, reddit.com and Discord. Often the only way they have to leave feedback or request support is via the review system (which is not blocked). Even sites that are not blocked are working horrendously slow, making many forums plain unusable. With that context its not so surprising to get support requests posted as negative reviews - that's literally the only way player can reach you.

    What is there to be done?

    I made couple of efforts. First, I got in touch with people from China (via /r/China) to get some direct data. By the feedback gathered:

    • I started an QQ International chat group so I can get in touch with players from China directly - and have place for them to discuss things among themselves.
    • I'm posting plain email for support requests - these usually work.
    • And I'm checking all webpages that I'm posting with this tool (you need to translate, unless you speak Japanese).
    • I got an community-translated version of my store page (and game) highlighting this information in Chinese.

    TL;DR: There are lot of players from China that might not be able to reach you via support channels you posted due to national restrictions. Be sure to use support channels that work for them too.

    submitted by /u/koderski
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    Hey Gamedev! If you are looking for light switch sound effects. I recorded 84 different "clicks" in my apartment and you are more than welcome to download them. Free Assets.

    Posted: 28 Oct 2018 08:22 AM PDT

    What I learned from working on a hobby game project for 7 years.

    Posted: 28 Oct 2018 08:55 AM PDT

    I've been working on DwarfCorp since late 2011 / early 2012. The impetus for making the game was quite simple. In the summer of 2011 I played Dwarf Fortress for the first time, and my reaction (like a lot of other developers) was "this is amazing, but I wish it had graphics! How hard could it be?" Oh how wrong I was.

    I spent most of 2012 making a simple prototype. It took about 2 weeks to get the basic mechanics of slicing, mining, and gathering implemented. After enlisting the help of a college friend and pixel artist from Carnegie Mellon's Game Creation Society, we founded an LLC in mid 2013 and launched a kickstarter. Our plan was to work on the game for one summer, supported by our graduate student stipends and the kickstarter money. We made $47,000 on the kickstarter, and got most of our (ridiculously over-reaching) stretch goals funded. We simultaneously ran a Steam Greenlight program and were in the first batches of games on Steam Greenlight.

    Suffice to say, things did not go as planned. It turns out there's a big difference between a video-worthy prototype and an actual complete, working game, and making a game while simultaneously writing your PhD thesis is not easy. Our deadlines kept slipping until it looked like the game was not going to be finished. My partner and I moved to different states and got full time jobs in different fields. We quickly had to decide what to do with the project.

    Around mid 2016, we managed to turn the project around. Using the remaining kickstarter money, we hired part time contractors and coordinated through Slack and github. We open sourced the project. Our goal was to get the game in working order by September 2017 (that's when the money was going to run out). Through a hell of a lot of hard work, we implemented most of our planned features by September 23rd, 2017, and released the game on Steam through the Early Access program, with $3 in our bank account, all while holding full time day jobs.

    The game was a modest commercial success for us on Early Access. We made about $70k (pre taxes and fees) overall in the first few months after release. But the game was still extremely buggy. We decided to use 100% of the funding we earned on Steam toward making the game something we could be proud of. We spent the remainder of 2017 and 2018 getting the game to where it is now. Although not all of the planned features made it in, it's lightyears ahead of where it used to be.

    We are leaving the Early Access program on Halloween, providing some tech support for the game for a few more months, and then calling it quits.

    The most important lessons we learned:

    • If you add something new to a game, you've also added bugs.

    • Often, dropping ill conceived features is a good idea.

    • Invest in automatic bug reporting and continuous integration.

    • Cool > realism. Fun > Cool. Working > Fun.

    • PLAY YOUR GAME.

    submitted by /u/a_robot_kicker
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    I want to share how Blender finally clicked with me.

    Posted: 28 Oct 2018 02:59 AM PDT

    So a week or so ago I tried to find an open source/Linux equivalent of SketchUp because it is super easy to use and intuitive but not for Linux, not free and the web app doesn't offer much export possibilities.

    Before that I've tried Blender multiple times but it was just overwhelming and I just didn't find anything resembling a work flow. So when I didn't find a SketchUp alternative, I searched YouTube for tutorials for Blender again and one particular video just did the trick for me:

    https://www.youtube.com/watch?v=qJJRC2ebvSE

    The video is long and very dense for a beginner. I personally understood the basic concepts of vertices/edges/faces because I played around with OpenGL 3D rendering before but that's about it. If this is not a foreign concept to you, you'll probably be able to grasp it as well.

    But this video clicked for me. Seeing a person actually solving a problem. The workflow especially was an eye opener. Basically, if you don't know the shortcuts you're not getting work done in Blender, at all. And this is the key experience for me. I had Blender open on another screen and paused the video frequently just trying out the shortcuts and tried to understand stuff he did, like switching to ortographic projection, using loop cuts, using shortcuts to have constraints when moving stuff and so on. Once I warmed up to thinking with these shortcuts I was able to actually do something.

    Once I had a basic understanding of how a work flow even looks like I was able to google concepts I wanted, and then I just toyed around a lot. Some other video lead me to object modifiers which are a fantastic tool to build low poly geometry without having to work on the lowest level (vertices, edges).

    I still think SketchUp is far easier to grasp and probably even faster/better for simple structures like castles/houses but in Blender you can do everything at the cost of some ease.

    And don't get me wrong, I'm still totally a newbie but I feel like I finally have a basic concept of how to tame that monster of a software to learn more. And it is a lot of fun.

    For my closing I want to share a ridiculously simple low-poly tree model render I did yesterday I'm really proud of. Anyone with experience will probably laugh but it feels like a major achievement finally getting an actual result. I did a 3D art mum!

    Enjoy my tree

    submitted by /u/MLBZR8ZIBN
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    What can go wrong if I don't trademark/copyright my game?

    Posted: 28 Oct 2018 01:35 AM PDT

    Also, should I do that for my first mobile game?

    submitted by /u/Zalambura
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    Making Asteroids 3D browser game with Blender [non-coder]

    Posted: 28 Oct 2018 03:27 AM PDT

    Check out this awesome series of game development tutorials - the famous Asteroids game is being recreated in Blender and WebGL, without using a single line of code!

    So far 7 videos are already available:

    Part 1: Modeling of the spaceship https://www.youtube.com/watch?v=Z-vFWHsTY0o

    Part 2: Creating materials for the spaceship. Outline effect https://www.youtube.com/watch?v=mwa5AHyteaE

    Part 3: Creating looping animated stars https://www.youtube.com/watch?v=5CklNN08V5A

    Part 3.5: Re-making stars animation with Puzzles https://www.youtube.com/watch?v=XWECthVEONs

    Part 4: Adding keyboard controls https://www.youtube.com/watch?v=wFX6FRSyHZI

    Part 5: Modeling of asteroids. Materials and outlining https://www.youtube.com/watch?v=Ecgd5ZsU-N0

    Part 6: Making asteroids move with Puzzles https://www.youtube.com/watch?v=3BdGNtMdGi0

    submitted by /u/yuri_ko
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    Have Steam ever rejected your release build?

    Posted: 28 Oct 2018 11:43 AM PDT

    I'm trying to set a submission date for my upcoming game and i need help from my precious colleagues here to do it smartly :)

    Steam say it takes them 3-5 days to review the build but i'd appreciate some "empirical data" as to how many submissions should i plan with if i want to play absolutely safe.

    Thanks.

    submitted by /u/Funnyanglezsolt
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    Game Engine Interview with Aras Pranckevičius

    Posted: 28 Oct 2018 11:09 AM PDT

    Hey Gamedev!

    Our team recently published an interview we thought you might be interested. We talked with longtime Unity engineer Aras Pranckevičius about his work in graphics, API design, and the demoscene. He had some fascinating stuff to say that we have found very applicable as we work on our own engine.

    Check it out and feel free to let us know what you think!

    submitted by /u/Isetta_Engine
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    Changing careers: how to start professionally in CS?

    Posted: 28 Oct 2018 10:34 AM PDT

    Any frameworks for Visual Studio? (C++)

    Posted: 28 Oct 2018 10:25 AM PDT

    Hi y'all,

    I just wanted to know if there's any framework for Visual Studio 2017. I will be very thankful.

    The reason why I don't want just a normal game Engine is, that I don't like how it's all made. I am more familiar with only code, and I want to remain like that.

    Thank you all for everything!

    submitted by /u/wisfor
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    Any way to scrape Star Fox 64 communication popups?

    Posted: 28 Oct 2018 10:16 AM PDT

    I want to make an app where I can scrape some or all of the Starfox 64 voice communications so that I can superimpose them over other videos for comedic value.

    I might integrate this with the youtube API, but ideally I want to create an application where you can take a video of like, Top Gun, and then easily superimpose Slippy saying "I'm Monkey Food if I don't leave!" Over the scene where Goose gets shot down.

    I don't know anything about N64 roms. If someone could give me an estimate of how much effort/energy this would take, I might be willing to throw some money your way, but I have a small budget.

    submitted by /u/furchtundzittern
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    I am a filmmaker looking to make an interactive horror film. Can someone point me in the right direction?

    Posted: 28 Oct 2018 10:09 AM PDT

    Hey all. I am in need of a point in the right direction. I am a filmmaker who wants to make an interactive horror movie. One with several endings and a point and click style. Basically a more simplistic version of "The bunker" as far as mechanics go.

    The first option to jump out to me when I was thinking about it early on: YOUTUBE. I know people made interactive stuff in the same vein with time-markers/annotations. I don't know if you can still do that shit but after thinking about it, if I could, that's just... Janky. Not to mention throwing any and all immersion.

    I know the last paragraph might seem unrelated, but I hope someone on here knows what I'm talking about and can see my vision through that in a way. I'm trying to make an interactive film here. Not a game. So no health, no fancy event scripting, no lives. Just clicking an object within a scene to trigger another scene is basically all I really need to accomplish, aside from looping the player back to the beginning if they fuck up. I'm debating adding a simple inventory system, not to pick items to use but just to see what you have in case that would influence the choice you make. Just something to mouse over to display what you've got.

    So with that in mind, here's the real meat of my question:

    WHAT THE FUCK DO I USE.

    I've browsed multiple engines (assuming engine is the proper word for what I'm looking for), read posts that have told me "It's possible" and "Doable, but quality might be reduced", been linked to add-ons for engines... I'm lost. Either I'm not looking for the right thing, there isn't much info about doing what I want to do, or I'm getting the info I need but I can't really understand it.

    However, I can say that I did get a little bit of information. I've heard Flash is something I could use as well as unity, albeit the info I have gotten is patchy and I don't want to Necro 3 year old posts for naught. So I know I could potentially use those, but I can't find any guides on how to actually do what I want with them. So any reading material you can find or just happen to have on hand, send away as well.

    The big key things I'm looking for in an engine:

    -Can display 1080p video without lag or reduction in video quality.

    -Something I can pay a fee (or use freely) so I can eventually release the interactive film as a paid for project.

    A couple of other notes:

    -Cost not that big of an issue. Though I will be more partial to something I can use free at first or for a intermediate starting price.

    -I can figure most shit out if given time, so ease of use not that important either.

    That's basically all I've got. I've searched multiple times and either have come up empty, found information I can't interperet, or finding something completely different than what I'm aiming for.

    Any and all advice on the matter is greatly appreciated. Whether it's a guide, a software/engine, or general tips/pointers.

    submitted by /u/JRMd60
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    Good tutorials for making a 2D interactive game?

    Posted: 28 Oct 2018 09:51 AM PDT

    I'm wanting to make a 2D game controlled completely via the mouse that incorporates money earning mechanics and little 2d mini games, as well as an item shop.

    Looks wise think Adventure Capitalist. Just really simple "click here to go here", sort of thing.

    Does anyone know of any good tutorials for that kind of thing?

    submitted by /u/Privateaccount84
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    Something I've noticed very commonly when making a "first game".

    Posted: 27 Oct 2018 02:24 PM PDT

    A very common and admittedly very good piece of advice I've seen is play to your strengths.

    -"If you're a programmer who struggles with art, make something like Tetris or Pong. You don't need great art assets, a lot of great games are just moving squares!"

    -"If you're an artist who doesn't know how to code, don't worry. Focus on an artistic game that looks good. You can tell a story with basic gameplay!"

    And when looking for advice, a lot of indie game developers preface themselves with that. "I'm an artist looking to make a game, how do I do this part of the programming" or "I'm a programmer who's never had to make art before, what's the best art program to use."

    And there's nothing wrong with that, I think it's a great piece of advice.

    But my question is... what if you're neither an artist NOR a programmer, or have any transferable skills to serve as a basis? What if you're just some random schmoe who wants to make a game?

    What are you supposed to do then?

    submitted by /u/Davidk9292
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    Blender to Unity : Low Poly Game Asset Animation

    Posted: 28 Oct 2018 09:10 AM PDT

    Starting Fresh,

    Posted: 27 Oct 2018 08:06 PM PDT

    After a recent computer issue I was forced to re-evaluate my project. I have lost a lot of progress and I am debating between trying to recuperate or taking what I have learned from the project and starting clean. I am leaning towards the second as I have found that there were a few fundamental design issues with it that were causing me issues. Thoughts? As almost purely a hobbyist game designer no real resources or man hours beyond my own would be wasted if I decided to start fresh.

    submitted by /u/Tom_Bombadil_Ret
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    Health System | Unity 2018 C#

    Posted: 28 Oct 2018 10:04 AM PDT

    Request for help. We need to be able to change the font in the Unity Editor.

    Posted: 28 Oct 2018 12:12 AM PDT

    Hey guys. I know this might be slightly selfish because this is a disability that I have and maybe I wouldn't be as compassionate if it were the other way around. But it would be great if you guys could chip in on user voice or make it known to Unity that this is a feature that is really important. Not only the font size, but the actual font as well.

    https://feedback.unity3d.com/suggestions/change-font-size-in-unity-editor

    https://forum.unity.com/threads/for-the-love-of-god-please-let-us-change-the-font-in-the-editor.575158/

    Please post on forums for exposure, or at the very least chuck some votes up on User Voice. Its insane that this is not a feature. I don't know why it has taken 7 years, we need to convince the suits up top that this is an important issue.

    Thanks

    submitted by /u/WerewolfGameStudio
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    Maybe off topic - A documentary of the history of Tetris

    Posted: 27 Oct 2018 05:02 PM PDT

    Tetris - From Russia with Love

    I watched this BBC documentary on Tetris a few years ago, and still think about it now and then. I thought I'd post it here in case anyone needs inspiration for what can happen if things go right. I love the historical back story, and figured that this sub would find it interesting and motivating.

    submitted by /u/minuteman_d
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    Typescript + LÖVE 2D

    Posted: 27 Oct 2018 11:02 PM PDT

    Soundtrack Sunday #265 - Pure Style

    Posted: 27 Oct 2018 08:27 PM PDT

    Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves!

    Basic Guidelines:

    • Do not link to a page selling music. We are not your target audience.
    • Do not link to a page selling a game you're working on. We are not your target audience.
    • It is highly recommended that you use SoundCloud to host and share your music.

    As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate.

    If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome!


    Previous Soundtrack Sundays

    submitted by /u/Sexual_Lettuce
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