Today is the last chance to make a game in zero hours! 0h Game Jam runs tonight 2:00am - 2:00am. |
- Today is the last chance to make a game in zero hours! 0h Game Jam runs tonight 2:00am - 2:00am.
- Free multiplayer coding game !
- Too scared to continue working on main project
- How Star Control II Was Almost TOO Realistic | War Stories | Ars Technica
- "Super Mario Party Chest Selection" GLSL Shader Tutorial(s)?
- Turing Texture Space Shading | NVIDIA Developer Blog
- A PR company wants to market my mobile game, they say they like it. In other dev’s experiences, is something like this worth it? does everyone get these emails regardless of what you publish?
- Another Scam on STEAM.....
- FASTCUBE -MY FÄ°RST MOBÄ°LE GAME
- DeBroglie 0.2 released - here's a gallery of things things made with it
- After a modul examination I'm in a need of a design document cliche
- Mario Kart 64 Devs On How Mini-Turbos Were Originally A Hidden Feature, Cut "no item" Racing Mode and Cut Courses
- Screenshot Saturday #404 - Unlimited Pixels
- Best place to learn shaders (2D, Unity)
- Starting a passion project developing a game with my brother to help him decide on a major at uni. Have any advice?
- Any suggestion for a game making program for a student who can’t read well?
- Questions on making a scriptable game framework
- Blender to Unity : Game Dev Chat
- Am I in the right sub? I’m seeing a heavy focus on the coding part of game creation here.
- "Materialize" an open source free image to material tool by bounding box software.
- City Builder Devs? I have some questions
- What do you use to host your physics-intensive multiplayer game?
- Unity or GameMaker for a 2D top-down multiplayer game?
Today is the last chance to make a game in zero hours! 0h Game Jam runs tonight 2:00am - 2:00am. Posted: 27 Oct 2018 07:55 AM PDT |
Free multiplayer coding game ! Posted: 27 Oct 2018 03:35 AM PDT |
Too scared to continue working on main project Posted: 27 Oct 2018 06:21 AM PDT It's an ambitious project and I've put 4 months of work into it but there is still a ton of stuff to do, I can see it getting done in 2 years or less. I haven't touched it in a month now because I'm too afraid if it doesn't sell enough to make up for the time I invested in it. Have any of you experienced this and how did you get through it? [link] [comments] |
How Star Control II Was Almost TOO Realistic | War Stories | Ars Technica Posted: 27 Oct 2018 10:09 AM PDT |
"Super Mario Party Chest Selection" GLSL Shader Tutorial(s)? Posted: 27 Oct 2018 07:32 AM PDT Such as is seen here https://youtu.be/rpHA5Sm_NJQ?t=37 as a yellow border around the presents. I know Super Mario Party is not the original example of this tried and trusted shader, just the only one I could think of off the top of my head. Anyone know where I could find a tutorial on how to react this using the GLSL shader pipeline? I find it is quite effective UI. [link] [comments] |
Turing Texture Space Shading | NVIDIA Developer Blog Posted: 27 Oct 2018 09:04 AM PDT |
Posted: 27 Oct 2018 04:50 AM PDT So my game has been on the App Store for 3 weeks and I have now been contacted by a China based company saying they like the game and can market it for me. The company seems legitimate. I haven't responded yet, but I was wondering if many other developers get these emails? Do these companies just send these proposals to everyone hoping to get them to pay money for a pointless marketing campaign? Like I could have launched anything and received the same email. I obviously think my game is cool and a few good reviews suggests there is potential, but it hasn't been on the market long enough to really tell. I'm sure companies do feed off of that "my game is really cool" energy and get them to spend on marketing campaigns. [link] [comments] |
Posted: 26 Oct 2018 04:12 PM PDT Hey guys, Just posting this I just read on a IndieGameDevs group on Facebook. [link] [comments] |
FASTCUBE -MY FÄ°RST MOBÄ°LE GAME Posted: 27 Oct 2018 12:42 PM PDT |
DeBroglie 0.2 released - here's a gallery of things things made with it Posted: 27 Oct 2018 12:41 PM PDT |
After a modul examination I'm in a need of a design document cliche Posted: 27 Oct 2018 12:08 PM PDT So guys, this is the time I want to ask Reddit's help. Today was my modul examination (studying as a gamedev, 3rd grade) and our main goal was to show a design document of a future game. Despite of all scraps and questions my menthor've got from me, he didn't say anything about my mistakes, so I thought it was at least an "OK" document. Aaaand today he shamed me in front of class and committee-men, by saying my design document is "so bad I maybe even shouldn't create it". I don't want to say anything about this man, he's really a cool professional and can generate ideas like crazy 24/7, but now I don't know what to do. So I wonder if there're some thoughts about perfect, or at least good design document structure and\or example for a game? Or is this a judgemental thing everyone create from scratch? Any help or thoughts woulld be nice, thank you! And sorry for the bad English, my skill still needs to be improved. [link] [comments] |
Posted: 27 Oct 2018 12:06 PM PDT |
Screenshot Saturday #404 - Unlimited Pixels Posted: 26 Oct 2018 08:06 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. Bonus question: Have you ever quit playing a game because a character annoyed you too much? [link] [comments] |
Best place to learn shaders (2D, Unity) Posted: 27 Oct 2018 07:56 AM PDT I'm currently working on a 2D building game in Unity. The core mechanic is that you can build larger shapes from a collection of different sprites (squares, triangles, etc.) However, I'd like to make the whole thing a bit more visually interesting by creating the illusion of bevels along the combined shape's edges and maybe smooth out the corners a bit. I'm fairly certain the way to go about this is by using a shader, but I've never done anything involving shaders before and since shaders are such a broad subject I have no idea where to even start looking for how to do this. Thus I would really appreciate if someone could point me towards some tutorials, documentation, or example projects that go roughly in the direction of what I'm trying to do. [link] [comments] |
Posted: 27 Oct 2018 11:26 AM PDT My younger sibling is in his first year at uni and is undecided on his major. He's mentioned before he's wanted to make a game with me but I thought it was more of a whim than any actual idea but later I realized this would be a fun way to help him decide what to ultimately study. I'm a designer by trade and have basic html/css/js skills but have been dabbling in python and blender on my free time, with plans on going the unity or gamemaker route. I've thrown out ideas and he's had some pretty ambitious ideas as well, but how can I make this a great learning experience for him? He's very motivated and shows me little bits for C# he's learning for unity whenever I see him, as I don't live at home anymore. Any cool insights to help him realize his potential through learning would be great, thanks! [link] [comments] |
Any suggestion for a game making program for a student who can’t read well? Posted: 27 Oct 2018 11:01 AM PDT Sorry if this is the wrong place to ask. He is in grade 7, his reading is very low. He is also really good at snap circuits and is interested in making his own games. I was thinking of having him start with scratch. Are there any other programs out there? Thanks so much. [link] [comments] |
Questions on making a scriptable game framework Posted: 27 Oct 2018 03:20 AM PDT I've been working on a 2D game framework (in C++) for a while and since a month I've been working to make it fully scriptable. Thus far, everything works fine and I can actually script a game fully in Lua, however, I'd like to clear a thing or two. What I have exposed thus far are the framework's core systems (i.e: graphics, audio, input and window management), but what about the rest? Should I simply re-write the rest (e.g: GUI system) in Lua and scrap the relevant C++ code, instead of having everything tied to C++? The heavy stuff would still just be on the C++ side. Also, as for everything works right now, I can use my only .exe to run any game scripted using my framework's Lua API and I see that as a problem on the long run, because anyone could really just swap the game's resource files and scripts to be able to run any game made with it. How would I "sign" (I'm pretty sure this isn't even the correct term here) the .exe to only run a specific game, without having to resort to encryption (since I'd still like the game to be moddable)? [link] [comments] |
Blender to Unity : Game Dev Chat Posted: 27 Oct 2018 10:38 AM PDT Hey gamedevs, in about 22 hours my first youtube premiere video starts, the topic is Blender & Unity game development. It is about importing a Blender game model into Unity and we can chat before and during the video plays. Be sure to set the reminder if you like to join: [link] [comments] |
Am I in the right sub? I’m seeing a heavy focus on the coding part of game creation here. Posted: 27 Oct 2018 10:29 AM PDT Like I said above, I'm mostly seeing the coding aspect of game design in this subreddit, and I'm not going to lie, that is the least interesting part of game design to me. I would be lying if I didn't say that with such a heavy focus on coding in here that's it's a little discouraging for me. What are other aspects of game design that are involved in creating games and are there any respective sub Reddit's? [link] [comments] |
"Materialize" an open source free image to material tool by bounding box software. Posted: 26 Oct 2018 04:41 PM PDT I have been using materialize for the past couple days but is seems nobody is talking about it. I thought we could use a place to ask questions and help each other out. Materialize is a stand alone tool that is free to use and open source. You can create an entire material from a single image or import the textures you have and generate the textures you need. It has addons for unreal and unity. Materialize can be downloaded from its official website at under the downloads section. http://www.boundingboxsoftware.com/materialize/index.php Video Showing what it can do. https://www.youtube.com/watch?v=xuuaHxLldgo [link] [comments] |
City Builder Devs? I have some questions Posted: 26 Oct 2018 05:33 PM PDT Currently a year entrenched into development of a high graphics citybuilder for PC and Mac (for release on Steam) and I just wanted to pose some questions to you that maybe you could help me with. Citybuilders are a unique beast to tackle because they imply that nearly the entire design of a level is to be created by the player, not the developer, and at run-time introducing hundreds or more unique actors that have to remain and operate in whatever way they must in a level. BTW I am building this in UE4 so some of these may be limited to factors unique to the engine. Alright, here we go:
[link] [comments] |
What do you use to host your physics-intensive multiplayer game? Posted: 27 Oct 2018 09:49 AM PDT My game received a ton of new traffic over the weekend, so I've been trying to put out server fires left and right. The game is physics intensive, so I have a physics world running for each game session. The issue is that my AWS instance has now run out of CPU credits, so the game is completely unplayable. I've tried started another instance on Digital Ocean, but that server kept freezing. These were never issues when we had 1-2 games running at a time, but now that it's constant traffic, I'm completely throttled. I'm not sure how to mitigate these issues, so any insight is appreciated. [link] [comments] |
Unity or GameMaker for a 2D top-down multiplayer game? Posted: 27 Oct 2018 09:05 AM PDT I have beginner experience with both engines but I don't know which one would be better for networking. [link] [comments] |
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