Blender 2.8 New Features : Icons, Modifiers & Fbx Export |
- Blender 2.8 New Features : Icons, Modifiers & Fbx Export
- New milk queue animation for Vasilis. Let me know what you think about.
- Black Iris - How we are broken now after a promised funding was canceled on last step...
- What exactly will real-time ray tracing mean for game developers?
- How do you get better at level design?
- Popular Upcoming tab on Steam Front Page
- Free 3D sculpting/modelling software?
- Do you think releasing an indie game in October/November matters?
- Feedback Friday #310 - Limited Edition
- Disparity between the install metrics between Play Console and Google ads dashboard?
- Game Failure Postmortem Help, where did I go wrong ?
- Seeking Games that do These Mechanics Well
- search horror game sound?
- Need help understanding rigid constraint mass matrix from Box2D lite
- Indie devs: It's not easy to find your target audience but here are some basic tips on where to start.
- WebGL or LWJGL?
- ELI5 Changing Screens - States? (Pygame)
- Interview with indie dev Goloso Games, and his point&click Inspector Waffles
- Multiple Resolutions (Pygame)
- Handling transforms in a GUI element tree
- can I put a soft-launch game I am working in my CV?
- Helium Rain leaves Early Access, is open-source C++ and UE4 based.
Blender 2.8 New Features : Icons, Modifiers & Fbx Export Posted: 12 Oct 2018 09:10 AM PDT |
New milk queue animation for Vasilis. Let me know what you think about. Posted: 12 Oct 2018 09:39 AM PDT |
Black Iris - How we are broken now after a promised funding was canceled on last step... Posted: 11 Oct 2018 10:09 PM PDT Hi guys, Has been a while I posted some updates about our title, who wants to look the links are below: Part 1: https://www.reddit.com/r/gamedev/comments/6ddjsa/black_iris_dark_souls_bloodborne_inspired_game/ Part 2: https://www.reddit.com/r/gamedev/comments/6t57op/black_iris_dark_souls_bloodborne_inspired_game/ We finally tought that was our shiny moment after years of hard work with the help of a very nice consulting company, they finally found a Funding Publisher for our game, we got the contract done and approved, but on the final last step they had a problem and canceled the deal with a very strange reason. I tried to learn how to make a real company in the fastest speed possibl, with a budget, finally have a worthy salary for my team that believed on me for 3 years earning absolutely nothing but stress. In the end, after almost 3 years with our very first ambitious project with 4 man team, we are really broken and steamed out, honestly we decided to finish with the rest of blood that rested on us but prepared to be a total garbage in comparison from what we planed with the funding. I just wanted to show you guys what happened to us, I will speak no names, but it is very harsh way to make it, I always believed that with focus on quality, gameplay, hard work and low ego was the key for our team be successfull, but now I don't really know what I need to do, I am bankrupt on my personal savings, and my only hope is the consulting guys that helped us a lot still believe that we can find another funding publisher. I learned in a very hard and close way that finding a funding publisher is almost a dream of many developers, and it is ours again. edit: The canceling reason was that the funding partner of the publisher left the company before we finish our deal and they don't have another yet, since was a publisher with more than a decade of existence I tought when we received the long term contract and was approved, we really had the real funding done.
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What exactly will real-time ray tracing mean for game developers? Posted: 12 Oct 2018 09:15 AM PDT For example, using the RTX technology from Nvidia, will game developers now be able to use just one light source, like a sun, to light an entire outdoor scene and achieve realistic lighting/shadows (like real life) across the entire scene without the use of additional light sources/techniques and shaders to simulate/fake realistic lighting/shadows, which has essentially been done up until now? And is this also true for buildings we can access in that same scene where the light travels in? Will the light and shadows inside that building behave in a natural way, not needing to fake stuff anymore? PS: A lot of excellent knowledge and answers in this thread. I really do appreciate people taking the time to explain this in depth. Thanks guys. Edit: Clarification and some additional questions [link] [comments] |
How do you get better at level design? Posted: 12 Oct 2018 06:29 AM PDT One of the things I've always loved about the zelda games was there crisp level design. You'd enter a dungeon and utilize a specific combo/ability over and over again in increasingly complex ways. Sometimes this would extend to the boss itself. I've realized that my level design isnt up to par with my expectations. I know the default answer to how you get better at anything is to practice. But what im looking for is guidelines for that practice to improve - books/guides/etc whatever resource. This is an area that id like to do focused practice in till my expectations are met. Any suggestions? Tl;dr looking for ways to make practicing level design more effective in teaching me [link] [comments] |
Popular Upcoming tab on Steam Front Page Posted: 12 Oct 2018 08:38 AM PDT Steam changed the "upcoming releases" tab this past summer. It now apparently shows "popular upcoming releases" that are - just as it says - popular. It says it decides on popularity by "data we gather through wishlists, pre-purchase, and a developer's or publisher's past titles". There's plenty of games on the popular upcoming section without the ability to pre-purchase, or with developers with no past titles. So the questions stands... how many wishlists does it take to get this part of Steam? I did some google searching but couldn't find any stats for this specific area (but plenty of other good data). I'm wondering if anyone has a decent figure/ballpark for this. I've checked out Steamspy's results for a some titles that are listed under popular upcoming, and they all have a lot of followers - 10k-15k usually (so probably even more wishlists). I'm wondering if it takes followers into account as well? Or maybe there is just a specific threshold for wishlists? [link] [comments] |
Free 3D sculpting/modelling software? Posted: 12 Oct 2018 08:20 AM PDT So like the title suggests, I'm looking for some good free or cheap 3D modelling/sculpting software, with a strong focus on the more "artistic" side of 3D modelling rather than what I feel is more robotic or "math" focused with values and such. I've previously dabbled in some 3D sculpting before, I mostly used Cinema4D when I went to school and liked it immensely. I was also introduced to Maya in a class and liked it but since I was so deeply "infatuated" with Cinema4D I decided to stick with it instead. I've also tried Blender early in my education but quickly found that it was much too stale/robotic for me. I finished my high school education(in game design) a while ago and I'd like to get back into 3D sculpting, I just don't know if I've got the heart(?) to endure Blender(even though it's the most well-known 3D program) so I was kinda looking for an alternative. [link] [comments] |
Do you think releasing an indie game in October/November matters? Posted: 12 Oct 2018 09:39 AM PDT I wanted to know what you guys thinking about benefits or problems of releasing your indie game October/November? What I mean is there are a lot of huge AAA titles coming out during this period, like Call of Duty, Assassins Creed, Battlefield, Tomb Raider, Read Dead Redemption etc. Can this impact your sales? Or the audiences are completely different and your visibility is so low coparing to AAA games that it won't matter anyway? Honestly I think that nowadays there is no release period without heavy competition, but I'm interested in hearing your guys opinions [link] [comments] |
Feedback Friday #310 - Limited Edition Posted: 11 Oct 2018 08:05 PM PDT FEEDBACK FRIDAY #310 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All Testing services: Roast My Game (Web and Computer Games, feedback from developers and players) iBetaTest (iOS) and Indie Insights (livestream feedback) Promotional services: Alpha Beta Gamer (All platforms) [link] [comments] |
Disparity between the install metrics between Play Console and Google ads dashboard? Posted: 12 Oct 2018 03:49 AM PDT We were recently running an ad-campaign for our app using Google UAC and noticed something peculiar. The Google ads dashboard stated that we had 213 installs from the campaign on 10th October but the Play Console for the same day had total 170 install events. How can we have less total installs than paid installs? [link] [comments] |
Game Failure Postmortem Help, where did I go wrong ? Posted: 12 Oct 2018 12:15 PM PDT I loved platform games and grew up playing them. This was my first Platform game, I took one whole year to create, most of the effort [80% ?] was spend on the 3D character design & modeling, the rest was on programming and miscellaneous. This was a one man effort, I was so happy and was so hopeful throughout the one whole year I took to make it but still...after being out for 3 years, there is only 100+ download. Where did I go wrong ? I am thinking of making a new game and I want this abysmal failure to mean something... Any advise on what went wrong ? Apple Store: Android Store: [link] [comments] |
Seeking Games that do These Mechanics Well Posted: 12 Oct 2018 01:32 AM PDT The game I'm developing has some mechanics/design choices that I feel I need to study up on by experiencing existing implementations of them. Please recommend any games that showcase any combination of these mechanics for me to play! Branching dialogue that feels organic and allows diverse characters to be roleplayed. Events that carry on whether the player sees them or not. Turn-based combat using a single resource for every possible action (like mana). NPCs that give different quests, depending on your previous actions/dialogue choices. NPCs that react to the weather and/or time of day. NPCs that have their own lives which can be observed by the player but have nothing to do with them (conversations at home during dinner etc). Building on the previous feature, NPCs that don't just cease to exist after they exit a scene, and can be found in the world later. Gated open worlds that are still interesting when the map is fully accessable. Open worlds that deter players from accessing certain areas without telling them they can't proceed in an immersion-breaking way. Top-down open worlds that feel alive and/or look really nice. Level scaling in enemies based on the strength of your team/party. ... EDIT: Also x-post from r/rpg_gamers if that's something I need to say. [link] [comments] |
Posted: 12 Oct 2018 10:45 AM PDT hey, if anyone needs self made horror game sound for their game i would volunteer :D i am not a professional by any means, i just love fiddeling around with sounds and i would like to get involved into something... please no super high expectations but ill of course do my best! [link] [comments] |
Need help understanding rigid constraint mass matrix from Box2D lite Posted: 12 Oct 2018 04:33 AM PDT Hello, I am trying to wrap my head around constraints, so I looked at the box2D Lite code. I am struggling very hard to understand this part, where the mass matrix is calculated. Can this part be written out "long hand" using only scalars and vectors, for ease of understanding? What does "eye" and "skew" mean in this context? Thanks in advance! From Box2D Lite, Joint.cpp: // deltaV = deltaV0 + K * impulse // invM = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)] // = [1/m1+1/m2 0 ] + invI1 * [r1.yr1.y -r1.xr1.y] + invI2 * [r2.yr2.y -r2.xr2.y] // [ 0 1/m1+1/m2] [-r1.xr1.y r1.xr1.x] [-r2.xr2.y r2.xr2.x] Mat22 K1; K1.col1.x = body1->invMass + body2->invMass ; K1.col2.x = 0.0f; K1.col1.y = 0.0f ; K1.col2.y = body1->invMass + body2->invMass; Mat22 K2; K2.col1.x = body1->invI * r1.y * r1.y ; K2.col2.x = -body1->invI * r1.x * r1.y; K2.col1.y = -body1->invI * r1.x * r1.y ; K2.col2.y = body1->invI * r1.x * r1.x; Mat22 K3; K3.col1.x = body2->invI * r2.y * r2.y ; K3.col2.x = -body2->invI * r2.x * r2.y; K3.col1.y = -body2->invI * r2.x * r2.y ; K3.col2.y = body2->invI * r2.x * r2.x; Mat22 K = K1 + K2 + K3; K.col1.x += softness; K.col2.y += softness; M = K.Invert(); [link] [comments] |
Posted: 12 Oct 2018 02:51 AM PDT |
Posted: 12 Oct 2018 10:15 AM PDT Hello there! I have to ask for some advice. So far I've always developed games in more high level engines but I want to take a peek at the lower levels. I'm wondering which one of these two would be easier or I suppose more straightforward to get into. Or should I say, the one which has less syntax shenanigans and lets you get straighter to the point of just doing math. I'm sure someone here has used both at some point. LWJGL This one was my first pick since I have vast Java experience but I've checked out the introduction and there seems to be a high amount of messing around with direct memory buffers because the heap can't be used with JNI. Anyhow, sounds like even more work on top of the already high make-a-basic-engine todo pile. WebGL Well it ought to be simpler being based on OpenGL ES and from what I've tried it out it seems simpler to setup as well despite being a bit odd to use. I don't think there's any major memory management here however. On the minus side I happen to have nearly no JS experience. Edit: Formatting. Any thoughts? [link] [comments] |
ELI5 Changing Screens - States? (Pygame) Posted: 12 Oct 2018 09:36 AM PDT So, programming is not my forte, and I'm hoping for a kind stranger to be kind :) So many examples of games (in general, and especially pygame) are VERY simplistic and the draw events (and events) are all just called in one loop in the main game loop. I want to have many screens - a main menu, game screen, menus in the game, whole different screens in the game)... and I'm scratching my head at how to do it without doing something inefficient that will bite me later. How does one manage changing many screens/menus? [link] [comments] |
Interview with indie dev Goloso Games, and his point&click Inspector Waffles Posted: 12 Oct 2018 09:32 AM PDT |
Posted: 12 Oct 2018 09:26 AM PDT From researching the issue, it seems like there are two main ways: 1) Putting everything onto a largest-res-you-support surface and down-scaling that before blitting to the screen, or 2) scaling down all the things then drawing them I have opted for option number two, and herein is my question. As of now, I have objects which have a draw() function, where they call a scaling function that returns an appropriately scaled sprite... this is called on every draw(). I would think this could lead to meaningfully bad performance (?) over time and with many objects, but if I have it scale the sprite in the __init__ function then I'm thinking it would stay the same size/res even when the user changes the game resolution. Any advice? [link] [comments] |
Handling transforms in a GUI element tree Posted: 12 Oct 2018 05:40 AM PDT Hello! I'm trying to design a UI system for my engine. I was wondering what's the most optimal way for each UI element's child to inherit the transform of it's parent. Trying to ensure that rendering the GUI isn't graphics/computationally intensive. [link] [comments] |
can I put a soft-launch game I am working in my CV? Posted: 12 Oct 2018 08:51 AM PDT So that's it, the company I am working on, have a game that is in soft-launch only in one country, but if you search it's name in internet it appears no matter if you're in on that country or not. There are videos on internet, posts on different forums... So, the question is, what shall I put on my CV? that I am working in a "soft-launch tittle" or I can put the name of it? I kind of think that as you can find info about that game on internet it should be ok if I post it... right? or I may get problems? [link] [comments] |
Helium Rain leaves Early Access, is open-source C++ and UE4 based. Posted: 11 Oct 2018 03:13 PM PDT |
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