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    Sunday, October 21, 2018

    Game Asset Pipeline : Substance Painter Texturing

    Game Asset Pipeline : Substance Painter Texturing


    Game Asset Pipeline : Substance Painter Texturing

    Posted: 21 Oct 2018 07:28 AM PDT

    Just a reminder: do not try to attack your players for giving a negative review unless you want a PR nightmare.

    Posted: 20 Oct 2018 05:26 PM PDT

    Messy coding practices, and working without direction.

    Posted: 21 Oct 2018 04:13 AM PDT

    I'm always tossing game ideas around in my spare time. Fumbled around with plenty of Java programming, but I have no training of any professional capacity whatsoever; taught myself entirely on a heavy helping of trial and error, reading open source stuff, and documentation.

    And because of this, I feel like I'm truly clueless when it comes to clean and organized coding practices. I have plenty of ideas for a game I'd like to create, but when I think past the thought of "this could be cool" it ends up becoming "I have no idea how I'd do something like that and have it end up clean."

    I often abandon, or begin rewriting and rewriting over and over before I've even begun any actual gameplay. They become completely fragmented, disorganized and endlessly difficult to work with far too quickly.

    I find it very hard to start coding from the ground all the way up with no prior guidance or foundation of ideas. No sense of direction. I've spent countless hours trying to learn LibGDX, and while I know the library quite well, I can't feel out on my own how I should be applying what it offers. I've always relied on learning ways to do things from open source projects, but for LibGDX there's a severe lacking of quality open source games I can learn from, and Java game development in general is hard to understand without a full and complete knowledge of the language. I don't really have my own sense of direction, or an intuition of where to go next in a project. When I am working on my own, and trying to figure out how I should do something, I can't let myself feel like I'm choosing something that isn't optimal; after spending unnecessary time finding all of the "right" ways to do something, it ends up being too convoluted for me to understand which weighs on my motivation and clarity of the project heavily.

    I guess I struggle with the perfection/optimism mindset? I find myself weighing every method against the others when it's almost entirely unnecessary and I'm sure anyone would recommend I should just use the first method that comes to my head. Should I just power through and settle on the whole just make something shebang, regardless of how messy and incomprehensible it ends up being? Definitely a rhetorical question, I know I should. Just not sure how.

    submitted by /u/RadiantDraft
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    A statement from dev behind Depth of Extinction (HOF Studios) about Steam key removal plus thoughts from author

    Posted: 21 Oct 2018 09:56 AM PDT

    Having trouble conceptually with 3D game environments

    Posted: 21 Oct 2018 07:40 AM PDT

    So I've never really touched 3D gamedev ever, it's only been 2D so far and I'm having some trouble kind of getting it to click with me.

    Say I want to make a game set in a diner with a parking lot. Do I make the entire diner and parking lot in Blender then import it into Unity? Do I make smaller segments like walls and tables and whatnot and import them to unity and build the diner there?

    Do I make a huge plane for everything to stand on or is there something I'm missing, for making background stuff?

    Sorry for this very elementary question!

    EDIT: Thank you so much for all your answers! I think I understand it better now!

    submitted by /u/harofax
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    How do I keep up with my players?

    Posted: 20 Oct 2018 11:45 PM PDT

    I'll make this brief, I could REALLY use some help.

    A week ago, I released a game I'd been working on solo for 6 months. It's gotten a good amount of attention, and people are really taking to it.

    However, and this is all my take on the situation so it could be wrong, but the genre is very fast paced -- by which I mean, a new game of this type is coming out every few days, and people may abandon mine for new games of the same type.

    As a result, I've been working ~14 hours on my off days (wake up at 10am, go to sleep at 2 am, with 2 hours of non-development invbetween) working on updates to capitalize off this initial momentum. However, this is not sustainable, and it's starting to manifest itself in the form of, well, just being tired and not having the ability to think straight throughout the day.

    I have this choice: Continue working at the rate I do, and capitalize on this momentum, or take it a bit slower, and risk losing a lot of players before I can get out the next content.

    Thanks for any help, I'm really stuck on this one, and since Im so heavily involved in my own game, I think my perspective on this is not a very good one (cant see the forest through the tress kinda thing)

    submitted by /u/Doge_McLol
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    Game Dev Podcasts?

    Posted: 20 Oct 2018 07:29 PM PDT

    Does anyone know of any good podcasts about game development? It could be coding, game dev news, whatever.

    submitted by /u/ImperialLizardman
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    Game architecture (separation of game logic and view)

    Posted: 21 Oct 2018 09:46 AM PDT

    Hi. So I'm in a game design class where we're using sfml to make a game. My professor emphasizes separating game logic from the game view (rendering, input handling). Currently I have the classes:

    • main - does nothing but initialize the GSM

    • GameStateManager - handles the stack of GameStates and contains the main game loop to call the current GameState's update(), draw(), handleInput()

    • abstract GameState

      • update(float deltams)
      • draw()
      • handleInput()
    • MenuState : public GameState

    Now my question. Should I have a separate MenuStateView class (and ofc subsequent PlayStateView, etc.) which communicates with the MenuState and takes draw() and handleInput()? If so, should the View class be initialized in the GSM or in MenuState?

    Or, should I have a general Renderer class which takes in the current game state? But that seems like it'd be a huge class of just switch case statements. Or it could accept list of entities which it knows how to draw?

    Thanks for your help!

    submitted by /u/ApertureCombine
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    What features would you find useful in a pixel art program?

    Posted: 21 Oct 2018 07:09 AM PDT

    I am currently working on a custom pixel-art image editor with game development as it's focus. I only have so much experience making games, and I don't think it would be best if I built it on features only I would find useful. As a game developer, what features would you wish to see in a pixel-art program?

    submitted by /u/The_EnderShot
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    Skills to pick up

    Posted: 21 Oct 2018 12:08 PM PDT

    Hey guys I'm a current college student working on my computer science degree, game programming has highly peaked my interest, so was wondering what skills/classes would you guys suggest I pick up and take along the way. I started with java somewhat in highschool but when I got to college I focused on c++, but my learning isn't just limited at school I do quite a bit of learning on my own time, coding a lot with visual studio, doing tutorials with unity and unreal engine haven't quite decided which I prefer yet I like both so far lol, and watching videos. Youtuber and book suggestions would be greatly appreciated. Thank you!

    submitted by /u/Johnnyvx7
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    I want to get into game development, but I'm not sure where to start.

    Posted: 21 Oct 2018 11:56 AM PDT

    I've been interested in programming and game development for as long as I can remember, and I've always wanted to learn how to create very elaborate games, as I hope to have a career as a game developer one day.

    However, my programming knowledge is very basic. Last year I completed a Python course through my high school on PLTW and received my certification in Introduction to Programming using Python. I'm currently taking a Java course on PLTW which is set to provide me a certification in Programming using Java at the end of the course. The courses are good, and I've learned a lot about programming through them, but I feel like none of the skills I've learned can be put to use in developing games or programs.

    Learning on my own, what are some good (preferably free, or cheap) courses I can take that will set me on the right path to one day be able to develop games on a higher level?

    submitted by /u/beefyminiquesadilla
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    Mazes + Random Walks = interesting fractal landmass generation

    Posted: 20 Oct 2018 09:39 PM PDT

    Well, interesting to me at least. I've been playing with landmass generation, and just also happened to be reading a book about mazes (Jamis Buck's "Mazes for Programmers"). I ended up writing a random walker as part of my testbed for trying out the various maze algorithms in the book, and I found that it created some interesting structures if I set a start and a goal position, and highlighted all the tiles that the walker stepped on, until it eventually hit the goal tile. I only tested with binary tree mazes and "sidewinder" (closely related to the b-tree) mazes for now, but I intend to do some more.

    Imgur gallery with pictures and some more details:

    https://imgur.com/a/ylGRiYI

    No idea if this is just a convoluted way of achieving something commonplace, but I thought it was interesting, since it lets you control the "texture" of a generated landmass (or whatever, it's just a bitmap), using the innate characteristics of various maze generation algorithms.

    submitted by /u/Haatveit88
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    Soundtrack Sunday #264 - Max Volume

    Posted: 20 Oct 2018 08:54 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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    Need original scenario for a Text-Based Adventure Game!

    Posted: 21 Oct 2018 07:03 AM PDT

    Hey feel free to post your weirdest scenarios! I want to make something new.

    Thanks, peace!

    submitted by /u/SnouzyPasta
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    Does anyone have some good sources on starting to make music?

    Posted: 21 Oct 2018 10:47 AM PDT

    I've made a couple of tiny projects already, just for fun, without any sound whatsoever. Now I'm trying to make my first serious project, and the one thing I have absolutely no experience in is creating a soundtrack for my game. I've watched some tutorials on how Bosca Ceoil works and I'm confident that I can work with the program well enough to make a soundtrack, but I have no experience actually making music and my tracks just sound awful. I just need some basic guidelines on what a good soundtrack needs, and from there on practice hopefuly makes perfect.

    submitted by /u/TimTheOriginal
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    A first look at Maladius by Michael Chapman!

    Posted: 21 Oct 2018 10:44 AM PDT

    Hey indie devs, any interest in a complete A to Z marketing/community mgmt/PR tips & tricks livestream? I've been in the industry for 5 years and would love to help out. Completely free for everyone to watch, obviously.

    Posted: 20 Oct 2018 07:56 PM PDT

    I need help becoming an animation resource for indie developers.

    Posted: 21 Oct 2018 10:24 AM PDT

    Hello all,

    I always wanted to develop games. There are tons of hurdles to jump if you're not a jack-of-all-trades.
    Growing up without a lot of money (like many of us) meant that I only was able to get the tools and hardware to start learning when I got into college. It's not easy to get everything you need for your project since it almost always requires either spending time to learn it yourself, or hiring somebody (or shadily promising revshare - ouch!).

    That's the reason I wanted to bring 3D animations to the developers for free. The only issue here is that I don't quite know what to make that would best benefit the community. I have access to MoCap for realistic animations, and I can do anime/toon style animations by hand. I'm not the best animator in the world but I'd like to release everything for free (at least so people can prototype) and perhaps accept donations at a later time.

    I animate with the Unreal 4 Epic Skeleton so that everybody can reuse them but I need help knowing what kind of things I should do (things that aren't on Mixamo, etc).

    It would be great to hear thoughts and suggestions - thanks!

    submitted by /u/gamesfromlove
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    Whats the best platform to build a premium paid puzzle game? Mobile or Web?

    Posted: 21 Oct 2018 06:21 AM PDT

    I am thinking of building a premium puzzle game. Given the fact I would be building it as a paid one, Whats the best platform to go with Mobile or HTML5?

    submitted by /u/vistain
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    Building a Multiplayer RTS in Unreal Engine

    Posted: 20 Oct 2018 04:32 PM PDT

    Marketing with limited budget

    Posted: 21 Oct 2018 09:32 AM PDT

    Hi guys,

    just finishing our first mobile game and collected small amount of money for marketing (1000-2000$). Can you please share your thoughts about marketing with such a limited budget? What are the best ways to promote the game on the specialised review sites?

    Many thanks in advance.

    submitted by /u/mm41124
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    If there was an overpowered character, but has a bug that holds it down quite a bit (albeit the character is still overpowered) should you fix the bug?

    Posted: 21 Oct 2018 05:45 AM PDT

    Would adding meteorological seasons be beneficial to an open world MMO

    Posted: 21 Oct 2018 05:33 AM PDT

    Meteorological as in Spring, Summer etc. Not to be confused with competitive seasons prominent in gaming.

     

    I noticed some off games add seasons like Summer and Winter by changing maps. And as I can see the playerbase is mostly happy about it. But that often happens only on MOBA games where there is only one small map. It's much easier to edit than an open world. Now open world mmo games often add some festive decorations maybe a puddle of snow here and there, but that just seems lazy in my opinion.  

    I just wonder if doing so much work to really change the seasons of the entire game would significantly benefit game immersion. Would it be worth the trouble?

    submitted by /u/NINJA_IGUANA
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    Help Needed With Google Play Services ! :)

    Posted: 21 Oct 2018 09:11 AM PDT

    Hey everyone , i have been developing small games for google play as a hobby.Developing game is pretty easy for me but google play services are really frustrating.I have been dealing with this error like for a week , finally i gave up and asking for help :)

    So my app works perfectly fine , i created leaderboard from google dev console and wrote scripts so when i press the button it will show leaderboard.Thing is when i press the button , it suppose to log me in and show the leaderboard but no idea why , it directly shuts down the app saying "Unfortunately , the app has stopped".

    Is there anyone who knows the reason of this error or any idea how can i solve it?

    Thank you in advance :)

    submitted by /u/Xactor92
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