What do you call this game mechanic? |
- What do you call this game mechanic?
- MOBA CSharp Unity Release. Framework for MOBA games. Server not depend on Unity.
- C++ Engine w/o editor
- Anyone working in AAA on engines? How did you get your job?
- Can you rate this scene on UE4 (Magic Forest)
- Looking for Engine/Framework for text-based management game
- Starting a budget voice acting agency for small indie devs and voice actors good or bad idea?
- Seasonal themes - are they worth it? Share your EXP!
- Monday’s Practice Tips: Be careful of what you use that posted on Reddit!
- Unsure about what to do with reddit accounts
- How to connect animation and movement in code?
- Making An Online Portfolio Need Help
- Silly question, how do you make sure a floor stops falling?
- Wanting to make a simple game. Should I use RPG Maker or Unity?
- So the mere thought of having to do and learn programming is severely stressing me out...
- Does anyone know the best place that I can find freelancers specializing in audio?
- Blender to Unity : Game Asset Animation Scripting
- "Monstrosity: /r/GameDev: The Game". We are going to make a game together.
- One Man Army Indiedev Not Getting Paid by GoGoBundle, Help?
- Hitting Ball As Client Problem - Unity
- Best way to design games (Survey, Results to follow)
- Effectively Integrating RTX Ray Tracing into a Real-Time Rendering Engine | NVIDIA Developer Blog
- Looking for advice on AI for grid-based turn-based strategy.
- Health System (E02) - Adding effects and item dropping! | Unity 2018 C#
What do you call this game mechanic? Posted: 30 Oct 2018 05:59 AM PDT Hey guys, I am kind of at a loss for what to call this game mechanic in order to search for other examples of it (not sure I'll even be able to honestly). Basically it is a bar with an indicator that moves from one end to the other, and you either need to hit a button when it is at the very end, or lined up in the middle. Wobble meter? Any insights are greatly appreciated! [link] [comments] |
MOBA CSharp Unity Release. Framework for MOBA games. Server not depend on Unity. Posted: 30 Oct 2018 01:32 AM PDT |
Posted: 30 Oct 2018 07:12 AM PDT Hey, I've been using LÖVE2D and I really enjoyed the fact that it had no editor (unlike unity) and everything was done through code. Manually doing everything helped me understand a lot of processes. I wanted to get my hands dirty with C++ and was wondering if there were any similar frameworks/engines that didn't use an editor, or didn't heavily rely on an editor. Thanks! [link] [comments] |
Anyone working in AAA on engines? How did you get your job? Posted: 30 Oct 2018 09:51 AM PDT |
Can you rate this scene on UE4 (Magic Forest) Posted: 30 Oct 2018 10:34 AM PDT |
Looking for Engine/Framework for text-based management game Posted: 30 Oct 2018 10:02 AM PDT I am currently planning a text-based management / Tycoon game. The game will be played in turns. Each turn the player can spend time buying used items, repairing / customizing items, and selling items. I want a rather large degree of customization, which is why I decided to do this text-based. Creating graphics for every customization is far beyond my artistic capabilities and available free time. Now I want to start prototyping mechanics and am looking for the right engine/framework for this type of game. I essentially only need text rendering (normal, bold, italic, colored) and a good GUI solution. Buttons, tooltips, drop-down menus, etc. are must have, anything more complicated would be nice to have, but is not essential. I am already familiar with Lua and Love2d. But GUI libraries for love2d seem to be either abandoned or rather bare bones. I could, and partially have, write my own, but I would rather not spend the time. I have taken a look at Godot, and it seems to do everything I want (and more!). I am just not sure how to structure a project such as mine in Godot. The node system seems to be a great fit for games with a physical world and for GUIs. The rest of my games data is all abstract, without representation in the world. How would I store and access that? Do I create a node in the graph for every item the player owns or manage my own data structures in a sort of global node? I have heard good things about Java + Libgdx, but haven't had the time to check it out so far. HTML + CSS + Javascript seems to be a good fit too. But I have no experience at all programming anything web related. Any other good options I have missed? Any advice for Godot project structure? [link] [comments] |
Starting a budget voice acting agency for small indie devs and voice actors good or bad idea? Posted: 30 Oct 2018 01:29 AM PDT TLDR: Throughout the development on my game I've cultivated a pretty large amount of small and medium time voice actors who just want to be in games. Would it be a good idea to connect them with indie devs with small budgets. Would people even use this? Hey guys, So my game is pretty heavily story based. One day I got a cold email from a voice actor asking if we needed voice acting. I never thought it could remotely be affordable, but after talking with her we ended up with our game having a LOT of voice acting in it. Fast forward 5 months and I've cast 10 total characters for my game with a ton more on the horizon. Each actor is extremely affordable 1-3$ a line. To put it bluntly I now know more voice actors than I have roles for. They just don't really have the time to market themselves, as voice acting is more of a hobby for them than a job. So I was wondering if smaller indiedevs would hire those actors; I would love to connect small indie devs with small voice actors. The idea would be you have a role and a budget per line as well as a minimum guaranteed number of lines. (Example 1$ a line with a guaranteed ten lines) I would run and host the auditions between 40 to 50 people. Give you the top 10. You pick the top 3 you like the most. I would contact and negotiate your price with the VA. Add like 5% for my time then they would send me the raws and I would pass them onto you. ( Still working on the process in my head) I definitely want to be transparent with the parties. I would even be cool with after the initial interaction just letting ya'll negotiate with each other and removing me from the picture. I just want to connect VAs and Devs. It's way more affordable than you think. Assets in the unity store cost more. Basically I'm asking if anyone would even use this. Or if it's just not really something you all are interested in. I just have a lot of voice actors who are great and just want to be in games. Some of them are as low as 60 cents a line. I just think a lot of devs are like myself and think voice acting is completely unfeasible. Or perhaps I am super wrong. [link] [comments] |
Seasonal themes - are they worth it? Share your EXP! Posted: 30 Oct 2018 08:07 AM PDT We all seen it. Xmas theme, Easter theme and - yes - Halloween theme. And probably others. They become increasingly popular - especially for mobile games, but I seen them on the desktop as well. Are they actually worth it? If you made a game with a seasonal theme - please, share your experience. Some focus points:
TIA! [link] [comments] |
Monday’s Practice Tips: Be careful of what you use that posted on Reddit! Posted: 29 Oct 2018 02:33 PM PDT Hi GameDev, it's your resident Interactive Entertainment Attorney, Zac Rich with Monday's Practice Tips. Disclaimer: Nothing in this post should be considered legal advice, everything posted here is my general opinion as facts of your case may vary. I hope everyone enjoyed their weekend, and are getting ready for Halloween! In the spirit of getting candy for free, I wanted to talk to everyone today about an issue I see commonly occurring on this subreddit. People giving away assets to others to use on Reddit. Ok, I know this sounds like the fun police coming to ruin everyone's good time, especially when those assets might be the one thing you need to finish your masterpiece. Let's take a step back from being creatives, and let's put our business hats on and think about what's happening here and the issues that come with it.
What happens if these were just a random collection they amassed over the years of licensed or unlicensed sounds? How do you really know this person really has the rights to the sounds? You don't. That's a scary reality, isn't it? What if these are pirated sounds, or if the user licensed them and that license does not extend to you? You release the game on steam, make some money, and bam you hit with a copyright infringement suit!
While one may argue sure, of course saying free sounds come and use them, will give the rights to you to put them in your game, but at the end of the day, it doesn't. At a simple end, the post can be deleted and you're left without proof they offered them to everyone. A more complicated way to look at it is, does this create any type of license that you can use the rights to these sounds in a commercial setting? The answer…. Nope, it sure doesn't. The reason lawyers are paid to created licensing agreements is to make sure the rights in these sounds would get a transfer to you, so at the end of the day, you cannot be hit for infringement.
After years of practicing law, I have learned to look at all possibilities and something that come with looking at the worst in people. Copyright trolls are a thing, a big thing, and are very expensive. Could this post be a trap? Could someone just post the free sounds, and then vanish, just to turn around and sue you for using them? Absolutely they can! People are sick, and while we want to see the good in everyone, this way we have contracts and agreements to protect us. Don't fall in the trap! I wanted to keep this short and sweet, and mainly to start a dialogue among the community. While it's always great to help everyone out when dealing with intellectual property take a cautious approach. If it's really free, while not message the person and get it in writing, or get a quick licensing agreement, especially if you're going to use the assets in your commercial game. [link] [comments] |
Unsure about what to do with reddit accounts Posted: 30 Oct 2018 08:00 AM PDT Hi everyone, This account u/dry-soup has been my personal reddit account up until now that I use for browsing reddit regularly and commenting opinions. But I think I would like to use Dry Soup Games as my game dev name so I don't know what to do. Should I keep using this as a personal account and post stuff about the games with it too or would that be unprofessional? I don't want my comment history or anything to get in the way of game developing. Should I use this account only for the games and make a new one but sacrifice my karma? I already claimed u/DrySoupGames but I'm unsure if I should use it or what. Thanks NOTICE: I'm not talking about spamming marketing I mean for managing a subreddit, interacting with community etc [link] [comments] |
How to connect animation and movement in code? Posted: 30 Oct 2018 07:47 AM PDT Hi! I'm developing a 2D platformer for fun. I have my ECS + physics simulation up and running. (LibGdx with Ashley and Box2D) It can render a 2D image of the players avatar, move the avatar around etc. I'm currently in the process of animating the player (basic walk cycle, jumping, etc.). However, there is one thing I couldn't wrap my head around: How do I connect animation with movement? Suppose I have a jump animation of a human-like avatar. In the animation, the avatar first bends its knees and then jumps. I want to apply the jump-force just after the avatar bent its knees. My current code allows me to apply the jump force when the player presses the jump button. But how do I delay the impulse? I'm looking for a good way to abstract this, because I'm going to reuse it throughout the game. My wild guess would be to have the AnimationSystem create an Impulse Component, which would get picked up by the PhysicsSystem. But how do I store when which impulse needs to happen (file format)? Did anybody solve this issue before? Best regards and thanks in advance! [link] [comments] |
Making An Online Portfolio Need Help Posted: 30 Oct 2018 08:51 AM PDT So in order to get ahead of the crowd of people going into the games dev industry I have been practicing with the engines making small solo projects. So with these projects I want to put them all in one location as an online portfolio and I was wondering what software I could use to make this portfolio and where I could find it. Any help is greatly appreciated and thank you in advance. [link] [comments] |
Silly question, how do you make sure a floor stops falling? Posted: 30 Oct 2018 11:47 AM PDT I'm just messing around in pygame with some 2D objects and decided to make some rudimentary physics. How do you handle applying gravity? Or rather, how do you handle stopping gravity? I have acceleration and velocity for objects, but how would I control when to stop falling? Right now I have a boolean to track whether or not the object is "on ground", but I feel like that could be problematic. The only other way I can think of though is having to test collisions constantly and implement a normal force to counteract gravity. How do you handle it? [link] [comments] |
Wanting to make a simple game. Should I use RPG Maker or Unity? Posted: 30 Oct 2018 11:44 AM PDT After playing the masterpiece that is LISA: The Painful, I am inspired to start planning a game of my own. I've always wanted to create a game, but never put aside the time to actually do it. I will have much more free time in the near future, so I would like to ask everyone's opinion on where I should start based on what I'm trying to achieve. In a nutshell, I want to make a walking-simulator-type game in which dialogue choices affect the ending. The graphic style will be similar to LISA (pixel graphics); it will be a 2D side-scrolling game with an original soundtrack and voice acting (my skills are mainly story-telling, audio production, and acting, so I want to focus around those points). As it is my first project, I don't want it to be very long. Maybe 30min-90min. I have already started working on the sprites for some of the characters using MS Paint. With that as context, what engine should I use for the game? I know LISA was made on RPG maker and I don't intend to add any crazy features, so the RPG maker would definitely suffice. That being said, I know some developers recommend starting with Unity as the skills you learn (regarding code) can be used for a myriad of game genres and types. I want to keep making games in the future, but I don't know any coding (other than basic C++ stuff) and am wondering if I would be doing myself a disservice by learning RPG maker instead of putting the effort towards learning C#/Unity. Would like to hear your experiences/opinions, and thank you in advance for anyone who replies. [link] [comments] |
So the mere thought of having to do and learn programming is severely stressing me out... Posted: 30 Oct 2018 11:41 AM PDT So I've been learning GameMaker Studio 2 for a few days now, I've been mostly trying out the Drag and Drop function, But just recently, I've read some articles on how GameMaker Language (Which requires Code), Gives you more freedom and Options than Dnd. And I want my game to near-perfect. Of course the issue is that programming code feels like impossible to me and It feels like can't do this. As I've posted on my other texts, I cannot simply trust anyone. That Includes programmers. I'm not going to BS. I'm scared out of my wits that this is going to be a waste of my time. [link] [comments] |
Does anyone know the best place that I can find freelancers specializing in audio? Posted: 30 Oct 2018 11:00 AM PDT |
Blender to Unity : Game Asset Animation Scripting Posted: 30 Oct 2018 10:44 AM PDT |
"Monstrosity: /r/GameDev: The Game". We are going to make a game together. Posted: 29 Oct 2018 08:35 PM PDT Let's jam games. How does that sound? Let's make "Monstrosity: /r/GameDev: The Game". You throw stuff at it and see what the sub makes with it. This is a developing idea: This thread is to develop that idea. Design document, if anyone wants to draw one up, needs to come from the discussion here in this thread about it. Think of this as a long, ongoing community-wide freestyle game jam. Let's see what monstrosity arises. [link] [comments] |
One Man Army Indiedev Not Getting Paid by GoGoBundle, Help? Posted: 30 Oct 2018 08:56 AM PDT First of all let me know if my post violates this subs rules, after reading them I didn't find anything to indicated it is but mistakes are human and I could've missed something. Anyway, back to my post, I made and published my first game on 14th of April of last year, some people reached out for my participation in bundles and I participated in them and made some money. 10th of June - Bundle Released Have any of you had similliar experiences with GoGoBundle? Did you ever see your money? I've never had these kinds of trouble before, so I'm very surprised. This post serves not only for me to know if other indie devs have/have had the same problem, but also to warn new game devs about bundle offers. TL;DR [link] [comments] |
Hitting Ball As Client Problem - Unity Posted: 30 Oct 2018 08:41 AM PDT Hi, I'm trying to make a football (soccer) game where 6 players can join the match and each will control 1 footballer. The ball is spawned in the server side. In my PlayerController script, in OnCollisionEnter function I check if other gameObject's tag is "Ball", then I set my "ball" public gameObject to the collided gameObject, and my "touching" variable to true. In FixedUpdate function, I check if pressed the shoot button and if "touching" is true, then I AddForce to ball. The problem is I can hit the ball only with server and not with client. When a player other than server touches the ball, I get NullReference error. I thought it may be authority problem since the ball is spawned in server side, but I don't get Authority error message. Could you help me with this? What am I missing? I'm quite new in developing games, so I hope you can show me how to solve this problem. I can paste my code if you need. Thanks [link] [comments] |
Best way to design games (Survey, Results to follow) Posted: 29 Oct 2018 11:02 PM PDT We are making a web app for creating useful game design documents. We are currently doing research into what features game developers find most useful for that. Help us by answering these 4 questions: https://docs.google.com/forms/d/e/1FAIpQLSdmfvVL68a2wbB0o-d7CJw20PgBRlLyMnTTUMjtIchbnAA07A/viewform?usp=sf_link. Will post results if we reach a somewhat statistically significant results (at least 50 responses). Edit: [link] [comments] |
Effectively Integrating RTX Ray Tracing into a Real-Time Rendering Engine | NVIDIA Developer Blog Posted: 29 Oct 2018 09:50 PM PDT |
Looking for advice on AI for grid-based turn-based strategy. Posted: 29 Oct 2018 08:10 PM PDT I'm having some trouble working out the logic for my game's Combat AI. Specifically choosing a point to move to. My game features ranged combat similar to the newer X-Com games, with directional cover and flanking mechanics and making an AI take those into account has me a bit stumped. I have an idea on how to do it, but I'd like some input from people who have more experience. My basic idea involves getting the position of closest cell occupied by cover, check the amount of cover all free adjacent cells provide, taking into account how many enemies it provides cover from (I already have a script that can be used to do that) and then move to that space. It would need a few more things to check to be a decent AI, but I'd like to get the basics down first. Do you think my idea is decent? Is there a better method I didn't think of? Maybe somebody even has insight into how X-Com's AI makes that decision. Thanks in advance. [link] [comments] |
Health System (E02) - Adding effects and item dropping! | Unity 2018 C# Posted: 30 Oct 2018 06:57 AM PDT |
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