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    Saturday, October 13, 2018

    Brackeys made a Super Hexagon like game in literally 10 minutes! It's definitely worth a watch.

    Brackeys made a Super Hexagon like game in literally 10 minutes! It's definitely worth a watch.


    Brackeys made a Super Hexagon like game in literally 10 minutes! It's definitely worth a watch.

    Posted: 13 Oct 2018 05:43 AM PDT

    Post-Mortem: Exhibiting my surreal JRPG at a large expo for the first time

    Posted: 13 Oct 2018 04:36 AM PDT

    Reasoning about how to design a multiplayer server

    Posted: 12 Oct 2018 11:20 PM PDT

    So I've been working on a 2d multiplayer turn based game mostly as a learning experience recently and I've decided it's time to tackle networking. As it is mostly a learning experience and the turn based aspect limits the scope, I wanted to design and create my own game server from scratch in C#. In doing so, I realized I have no idea how I should be modeling the design of the server in my head.

    That brings me to my specific question: should I simply be thinking of the server as an API from the client perspective?

    That is, the clients just send messages such as {"function_name", param1, param2} and after the actual TCP transport stuff, the server would then execute that function and return the result. Does this model make sense? If not (or even if it does make sense), are there any resources you could recommend to put me on the right track?

    If it matters, I'm using Godot as the engine to develop my game in and intend to use the low-level networking stuff to implement the server over TCP.

    submitted by /u/made_for_rl_exchange
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    I made a game in 10 min!

    Posted: 13 Oct 2018 08:43 AM PDT

    What developers say Apple needs to do to make the Apple TV a gaming console

    Posted: 13 Oct 2018 11:43 AM PDT

    Killing the Walk Monster

    Posted: 13 Oct 2018 06:38 AM PDT

    Blocking player from using stairs, suggestions?

    Posted: 13 Oct 2018 04:03 AM PDT

    Hello! I hope this isn't considered unrelated, as it's really a game design obstacle fueled by the story.

    I'm writing a storyboard for a horror game at the moment, and I'd like the player to be 'forced' to take the elevator after exiting their apartment, without imposing an invisible wall or a stupid obstacle. Since this is the very beginning of the game and I'd like things to stay serene (it's important for the character to feel like everything's normal and go on with his day) I can't just destroy the stairwell or have a spooky baddie blocking it.

    One thought I had was to just design the flat with the elevator in the corridor, and a separate stairwell accessed through an exit door, just like in some office buildings, so I can just lock/jam it, or have the character mutter that he's too bored to take the stairs. However, I have never seen an apartment building with such a design, at least in my country, so I don't know how viable it is. Can you suggest another way to achieve this?

    submitted by /u/loxagos_snake
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    Any reason why my textures look like this?

    Posted: 12 Oct 2018 06:14 PM PDT

    Screenshot Saturday #402 - Bold Presentation

    Posted: 12 Oct 2018 08:48 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.


    Previous Screenshot Saturdays


    Bonus question: Is there a long running game series where you still play every new installment?

    submitted by /u/Sexual_Lettuce
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    Combat screen for early-90's JRPG called "Relic Victory"

    Posted: 13 Oct 2018 08:53 AM PDT

    2D artist looking for party.

    Posted: 13 Oct 2018 08:07 AM PDT

    2D artist looking for party.

    my art style is kinda far from american cartoon, it's more like japanese anime..? i think :/

    I haven't experienced join the game team, and drawing it's just hobby for me. i'm not looking for a job

    so i prefer more light project :) thanks for reading, here is my artwork

    https://i.redd.it/amxl6s5fxyr11.jpg

    https://i.redd.it/fuc7n6khxyr11.jpg

    https://i.redd.it/b6w4iijdxyr11.jpg

    submitted by /u/lily-1217
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    I got into programming to make games, but now I build websites and have never finished a game. Why?

    Posted: 13 Oct 2018 12:28 PM PDT

    I don't expect to find an answer really, but I feel there may people out here that have had the same experience in one way or another and I'd really like to here how you may have overcome it?

    So, I started learning C# about 5 year's ago and I would say that I have a firm grasp of the basics when it comes to C#, I don't have much confidence with it though. the most I've managed to build was a Unity project where I created a scene with a player spaceship that could fire projectiles, reload, fly around using physics and consuming fuel with a refueling station and a UI to present you with all the data and what not, but as soon as I came to building a inventory and item system, I bottled it and got completely dead stuck. I haven't found a way through it even to this day about 6 months on (although I haven't been too active with it much).Now, for my day job I'm a PHP developer that builds and maintains wordpress sites from the ground up based on designs from my boss. I've been doing this for about 2 years and I started learning PHP on the job. I would not claim to be good at PHP, but I'm the sole dev here and there is no one reviewing my code so I have no idea if it's even any good. My boss has been building sites for 10 years on his own, and I regularly teach him things in terms of good code structure and making code more readable because that was one of my pet peeves while learning.

    I feel that I'm definitely more knowledgeable about C#, you know? I could write out a decent function with a pen on a good day. However I'm definitely way more confident using PHP which I know almost nothing about and I am constantly in the documentation to remember ternary operators and even the odd jQuery/javascript which I know even less about, yet I'm able to build real time search functions with rearranging content and I never say I can't do something because I'm usually pretty confident I can work it out.

    How do I do transfer this back to my game development? How do I build the confidence to just finish something, to then gain the confidence I need to finish stuff, I feel so stuck... Help!

    TL;DR
    I started of learning C# to learn games 5 years ago, never finished a game, don't feel confident with it.
    Became a PHP developer 2 years ago for work, feel extremely confident with it and always achieve the goal.

    How can I translate some of this confidence back to my game development?

    submitted by /u/_Meds_
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    The minimum hardware I need to release my games on the IOS Store?

    Posted: 13 Oct 2018 12:22 PM PDT

    I was looking and how to release games onto the apple store, and I see I need at least a device (iphone?) and a computer to run MAC. What would be the minimal configuration that would be of use? Also, is true that your hardware has to be updated to the last version of their OS or else wont work?

    Thanks.

    submitted by /u/ramosmarbella
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    Is it worth getting into if you don't think you could handle the crunch?

    Posted: 13 Oct 2018 11:22 AM PDT

    Specifically I wanna go into level design. Any help would be much appreciated.

    submitted by /u/catchinggriffins2
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    Client side prediction for a platformer game

    Posted: 13 Oct 2018 05:21 AM PDT

    Is there any working example/game made which has complete client side prediction for movements? I tried making one myself but the one I made was really simple and stupid. It didn't have any prediction for jump and waited for the server's response for the y coordinate. Also the movements weren't smooth as I moved the player in the client during the event trigger cos I couldn't make it work any good. I tried lerping the predicting positions but I didn't seem to be like other multiplayer games I have seen online.

    Anyone please make a working example for platformer controls in nodejs or in any other language.

    submitted by /u/gaypinkman
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    Events in Entity Component Systems

    Posted: 13 Oct 2018 10:57 AM PDT

    GitHub - Owlzy/PIXI-CAST: Simple PIXI.js raycast engine

    Posted: 13 Oct 2018 10:28 AM PDT

    The Janus Project 10-13 Progress (info in comments)

    Posted: 13 Oct 2018 10:14 AM PDT

    Coding a procedural 3D model of an escalator (time-lapse video)

    Posted: 12 Oct 2018 12:36 PM PDT

    I am hosting a free challenge called "Create Your Game Hero" - Anyone who is interested to join can watch the video

    Posted: 13 Oct 2018 09:57 AM PDT

    How do I make a spritesheet from an existing animation the best way? Or should I just use individual images with a transparent background?

    Posted: 13 Oct 2018 09:46 AM PDT

    Sorry, this one's gonna be kinda long

    I'm making a project where I have animated all the movements for a fighter - and is going to code a "fighter practice mode". (You just control your character and get to hit a dummy.) C++ or Unity.

    Now, I want to be sure what to do before I try implementing. Looking at old fighters, There's usually a spritesheet, meanwhile, when I download sprites from more modern fighters such as Skullgirls, there are sorted folders and individual images.

    I have tried looking for this issue specifically, but all I find is making spritesheets, and not making one from existing animation.

    If it is recommended I use individual images - How does the optimal code look?

    If I should use spritesheet - How do I place every frame correctly, so that it doesn't get jumpy?

    I provide a sample of one move, so there is a general idea of how the frames look.

    https://imgur.com/a/juKK3zA

    This is for a school project, but if it goes well I may be developing it further with more characters. In that case, I will credit the user(s) helping me out.

    submitted by /u/sharkdetective
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    Any other Youtubers similar to Photo Bots? (Long-form/unedited 3d modeling/asset/environment creation videos)

    Posted: 12 Oct 2018 06:24 PM PDT

    I love seeing just how artists and developers create their games/assets/models/etc, and while "speed art" is nice, it doesn't really showcase their workflow. Does anyone know of any channels similar to [Photobots](https://www.youtube.com/photobots)?

    Seriously... I so wish that more developers and artists would do more long form videos.

    Thanks!

    submitted by /u/brandonsmule20
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    10 free online-cources GameDesign

    Posted: 13 Oct 2018 09:23 AM PDT

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