Reminder for people like me: If your game isn't getting wishlisted on Steam enough - check your tags! |
- Reminder for people like me: If your game isn't getting wishlisted on Steam enough - check your tags!
- What are the plugins that you needed in Unity and had to buy from the Asset Store, but wished they were built-in?
- New Unity 2D Challenge
- Do you adjust your Steam prices?
- Silence+OtherSounds releases RELICT, a free cinematic horror sound assets library (ROYALTY FREE)
- Why is it so common for old PC games to use undocumented/internal use only functions in DirectX?
- 16x AA font rendering using coverage masks (Part I)
- Are there any DirectX11 programming API like Unity's scripting API?
- How effective is DDLC-like marketing?
- I get bored of the games I make too easily.
- In App Event Tracking for Mobile Games
- What are some good resources for puzzle crafting? Like for something like an adventure game?
- Examples of gimmicky work arounds in games?
- Quick question
- How long would it take a programmer to make a game like Stardew Valley?
- Time tracking app suggestions?
- Is this a legitimate way to market my games?
- Back with more free assets and a complete asset library
- Is anyone interested in this? I'd love to have a discussion in the comments
- Best Way to Start for Me
- How to develop a game while in university?
Posted: 29 Oct 2018 06:49 AM PDT This might be obvious advice to many but it made such a huge difference in my case that I thought it's worth mentioning. To begin with, I had about 4 tags relevant to my game: Adventure, Indie, 2d, Mystery, Detective etc. Seeing as there are only two months to go and the game's only got 1500 wishlists in about 8 months of the coming soon page being on Steam (despite getting 10k+ demo downloads on other sites) I started panicking. I read this tip about adding tags from similar games and I tried it out of desperation, not expecting it to make much of a difference. Now the game has ~20 tags - all only relevant to the game - and it's made a huge difference: The "change vs previous period" is almost 700%! Hopefully this keeps going up. So if anyone's worried about their wishlist rate, don't forget about this obvious but effective step! https://i.redd.it/ywmvt29xw5v11.png Edit: Should mention, I applied the tags on the Steam store page itself, not anywhere deeper in Steamworks [link] [comments] |
Posted: 29 Oct 2018 02:59 AM PDT I often see people say that Unity requires you to buy lots of plugins from the asset store to do stuff that Unreal does straight out of the box. I'm not talking about customising Unity to make it more beautiful, I'm referring to plugins like Photon for multiplayer, or a post processing plugin, etc. I think it'll be a good thing if we list out the essential plugins, that are absent in Unity, at one place (this thread) so that the next guy knows beforehand what he needs to buy for certain scenarios. Some are obvious like buying a Visual Scripting plugin since even beginners know Unity doesn't yet have them built in, but some are not so obvious like plugins for post processing or even multiplayer, because Unity's built in multiplayer isn't as good. So what plugins would you say are essential but are absent in Unity? [link] [comments] |
Posted: 29 Oct 2018 05:38 AM PDT Hi everyone I thought this could be useful for devs interested in Unity's 2D tools. We have just launched the new #Unity2DChallenge. https://connect.unity.com/challenges/2dchallenge It's a good opportunity to make or share a small demo of a game using the new 2D features, there's cash prizes and no restrictions on publishing your game afterwards. There's more information on the Connect channel or I can answer your questions here [link] [comments] |
Do you adjust your Steam prices? Posted: 28 Oct 2018 10:08 PM PDT I've had a game on steam for over a year now and initially set my pricing via the auto price suggestions. Now that they're adding in AUD I went back into the pricing side of things and notice their recommended AUD price is pretty close to the USD/AUD direct conversion. However, prices that it suggested last year are now not really on par because of changed currency rates. For example, the NZD price is a couple dollars less than the direct USD/NZD conversion. So I guess the question is - am I meant to update these every once in a while to reflect changing currency rates, or do I just leave it as is? [link] [comments] |
Silence+OtherSounds releases RELICT, a free cinematic horror sound assets library (ROYALTY FREE) Posted: 29 Oct 2018 07:44 AM PDT |
Why is it so common for old PC games to use undocumented/internal use only functions in DirectX? Posted: 29 Oct 2018 04:03 AM PDT |
16x AA font rendering using coverage masks (Part I) Posted: 29 Oct 2018 07:25 AM PDT |
Are there any DirectX11 programming API like Unity's scripting API? Posted: 29 Oct 2018 04:34 AM PDT I'm learning DirectX11 and so far it's going okay, though I wonder if there's a website that's similar to Unity's C# API, because all of the learning resources I try find are all similar to Rastertek's. It's all the same. Any help will be appreciated. [link] [comments] |
How effective is DDLC-like marketing? Posted: 29 Oct 2018 04:28 AM PDT Why was DDLC successful? Was it because of a coincidence or was it because it was free? Could it make the same impact had it been like 1$ or so? Plus, DDLC has a fan-pack on Steam that is just goodies (music, art etc.). Could a game developer make more profit by making the game free but selling goodies (excluding online Free-to-Plays, those are very different things) ? [link] [comments] |
I get bored of the games I make too easily. Posted: 29 Oct 2018 06:00 AM PDT I'm 16 and an amateur game developer. For the past 3 years I've been coding games, I went from very basic and ugly-looking little games to moderately big and full on massive games. But then a problem began to rise. When I first start the project I'm so proud of them, I'm a one man team yet the game is turning out amazing. But after a few weeks of coding, sometimes even days, I get bored of coding itself. Even though the game is so ambitious and I'm certain it'll be a great game people will be willing to play, I can't bring myself to finish it. Most of my biggest projects I eventually gave up on were at I'd say an acceptable stage of development, as in part of the game was playable and a quarter of the features were completed, but I never bothered to even begin to code the campaigns I planned or even to release an alpha that supports saving. Looking back at the few somewhat big games I completed, I can't understand what pushed me far enough to complete them. One of the biggest one I got done is full of features that it's almost funny. Whatever my motivation was, I wish I could bring it back, because I get very stressed looking at the folder containing all my great ideas and half-finished games abandoned like wrecks. I had a plan to counter this odd boredom, which consists in coding the base game with only the most basic features, put it out, get some feedback and then proceed to add a storyline, more features and shape it into a proper game. But I can't bring myself to get that even that far in anymore. And the best part of this is that I use a very basic programming language that was made for beginners. Some of you might be familiar with it, it's called Scratch. It replaces code lines with blocks and presents you them pre-made in a library. It runs of Flash. Sounds noobish but people have managed to code Minecraft into it (It works way better if you're a one man team like me. A similar platform that I personally tried and is really a more complex version of Scratch was presumably used to code Stardew Valley, which you might be familiar with. It was coded by one person alone). I also studied c++ but I wouldn't enjoy making games on it because of all the different applications that would be needed, debuggers, assets and so on. Scratch is a very simple editor that I'm very familiar with and can achieve great things. I did try to take a break from coding but it didn't bring back the spark. Except that one I get when I get the idea for this great game that I start coding and leave to rot a few days later. I try to hold me hype when I get ideas and just set them apart now. I really want to start coding like I used to and show people how proud I am of what I do. If anybody has any advice let me know. [link] [comments] |
In App Event Tracking for Mobile Games Posted: 29 Oct 2018 05:38 AM PDT |
What are some good resources for puzzle crafting? Like for something like an adventure game? Posted: 29 Oct 2018 05:18 AM PDT I feel like I have a good story going, but I don't want to create a visual novel. I'd like to create some kind of solid interactivity but have it remain pertinent to the story. I don't want puzzles for the sake of having puzzles. [link] [comments] |
Examples of gimmicky work arounds in games? Posted: 29 Oct 2018 11:14 AM PDT This is going to be difficult to elaborate on since I don't have an example coming to mind, buuut... what are some odd ways devs (either you or a person from some other game) have managed to solve some obstacles they have faced when making a game? I'm just curious on the topic lol [link] [comments] |
Posted: 29 Oct 2018 11:03 AM PDT https://www.youtube.com/watch?v=AJR65cD28-o I posted like 2 months ago a trailer for my game. (It is basically a powerpoint game with 1553 sides) Can i upload a file to this sub reddit so you can test it? is that allowed? thanks [link] [comments] |
How long would it take a programmer to make a game like Stardew Valley? Posted: 29 Oct 2018 10:53 AM PDT Novice programmer here. I want to make a game that I want to play (which rules out simple games). I like RPG and strategy, but I'm worried about AI for strategy games. How long would it take for a solo dev for a game like stardew valley. Relatively simple AI. Any particular challenges? [link] [comments] |
Time tracking app suggestions? Posted: 29 Oct 2018 06:50 AM PDT Hey fellow gamedevs I've recently started working on a personal project and I've been trying to find a time tracking app, was looking for suggestions:) so far I've been using trello but that's mostly for task completion not actual time tracking. Huge plus if it syncs with am android app. edit: I should have specified that I'm actually looking for a task app that I can log time to, not specifically tracking time. [link] [comments] |
Is this a legitimate way to market my games? Posted: 29 Oct 2018 10:30 AM PDT |
Back with more free assets and a complete asset library Posted: 29 Oct 2018 06:30 AM PDT |
Is anyone interested in this? I'd love to have a discussion in the comments Posted: 29 Oct 2018 06:25 AM PDT |
Posted: 29 Oct 2018 10:01 AM PDT I'm currently a 2nd year CS student and I'm thinking making games would be a good hobby to sharpen myself. I've messed around with Unity and Unreal but are these the best way to start? I'm more fluent with c++/c so I could learn both easy. Is there a better way to start? Or if I use unreal is it worth not using their blueprint function? Idk if these are stupid questions or not. [link] [comments] |
How to develop a game while in university? Posted: 29 Oct 2018 09:49 AM PDT Hey everyone! First time poster here, I wanted to know if there are other people in my position: after jumping back and forth between career options, I finally decided to go full out into indie game development - I've always liked making games as a hobby but was hesitant about making that my career. I started working on a small game that I aim to release as a mobile app, but I am currently in my last year of my Computer Engineering undergrad as well. I tried to work on it every once in a while during the semester, but school is taking quite a toll on me, and I'm having trouble keeping it up. I want to know if there are other people here who have worked on games during school, and if so, how they managed to do so. [link] [comments] |
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