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    Tuesday, November 20, 2018

    1M^3 Symmetry-aware DAG voxeled Power Plant realtime raytracing

    1M^3 Symmetry-aware DAG voxeled Power Plant realtime raytracing


    1M^3 Symmetry-aware DAG voxeled Power Plant realtime raytracing

    Posted: 20 Nov 2018 11:13 AM PST

    Any recommendations for a good book on optimising game systems for emergent storytelling?

    Posted: 20 Nov 2018 02:34 AM PST

    I'm wanting to create my next project on emergent storytelling, so was wondering if you guys had any recommendations on books on optimising systems to achieve this. 😊

    submitted by /u/LordWestcott
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    What's your favorite mechanic that you accidentally created or was a glitch?

    Posted: 20 Nov 2018 05:58 AM PST

    When do steam trading cards become available.

    Posted: 20 Nov 2018 09:05 AM PST

    Hi there, I'm a new steam developer with a small game. I just wondered if anyone who has made a small indie game and would give some information on when trading cards appeared. I wonder if its units sold or revenue generated? I'm trying to decide if its worth spending time on designing them if I,m never going to get near the threshold.

    submitted by /u/andyaces1
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    Learn to make HTML5 games with Phaser 3

    Posted: 20 Nov 2018 10:30 AM PST

    A month ago today, against best advice, I released a demo for my upcoming game. Would I again?

    Posted: 19 Nov 2018 12:09 PM PST

    It seems to be common knowledge that releasing a demo hurts sales. I seen couple of arguments, coupled with convincing talk. I disagreed with points made, but instead of arguing and talking, I decided to test my idea.

    A month ago today I released a pre-release demo for my game on Steam (plug). Here is what I learned:

    (Disclaimer: this is for an small indie game pre-release demo. YMMV. Feel free to disagree. All data are over period of a month, compared to a month before. Exact number hidden due to obvious reasons)

    • My average visit-to-wishlist ratio before release of the demo was 0.99%. After release of the demo it bumped to 3.07%.
    • Views of my store page have risen by 426%
    • This amounts to net 1330% rise of wishlist-per-day ratio.

    Some hard data from charts:

    There was significant traffic from \"new demos\" page, that was quickly supplemented with \"similar to this\" traffic. Be sure to set your game tags right!

    Big spike is due to a imgur post (wouldn't make one without a demo), but rest of it is mostly organic. My r/gamedev post concerning the reception of demo release unexpectedly reached home page at the beginning, but as expected it did not convert to wishlists - gamedevs are not an audience. I did get some good gamedev contacts out of it.

    I actually prefer to view wishlists this way, it gives me a clear image. Note that there are some wishlist deletions - and that's good! These would be negative reviews.

    Some additional data:

    • My demo is rigged to be ~20 minutes long.
    • The demo download-to-wishlist ratio averages 62%, falling down to 51% during traffic spikes and rising to 75% in the "organic" traffic period.
    • Players loved the idea of having a demo, this tremendously helped me to build my community.

    What would I do differently?

    • I would get Chinese translation before releasing the demo. There was a significant Chinese traffic from the "new demos" page. By "significant" i mean "outnumbering English speakers".

    TL;DR: Would I release a demo again? Are you mad, bro? I literally got 1330% improvement from it!

    submitted by /u/koderski
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    Does Blender work well with Unity or Unreal Engine?

    Posted: 20 Nov 2018 07:27 AM PST

    I mean in comparison to other 3D programs. Can I reliably export objects, rigged characters, scenes etc. to Unity or UE4? Or "stuff happens" and it often requires fixing some bugs and glitches like flipped normals, wrong scale?

    submitted by /u/ned_poreyra
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    Creating a self-driving car simulator 2019 Building the scene with Unity 3D Tutorial 3

    Posted: 20 Nov 2018 07:36 AM PST

    Platformer shooter examples

    Posted: 20 Nov 2018 03:40 AM PST

    I'm looking for examples of platformer shooter games, in which the aim is done manually, with a mouse, or an analog stick if played on a console. I'm doing this to ethier help me come up with or borrow some ideas for a mini game I'm thinking about making.

    Sorry if this is borderline missing the "gamedev" theme here, but I haven't had much luck googling the keywords or finding a better sub.

    Thanks

    submitted by /u/MoreWorkZugZug
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    How to scale objects from Blender to Unity

    Posted: 20 Nov 2018 07:43 AM PST

    Hello,

    So I am struggling to wrap my head around scale in game design.

    I've decided to work in meters, so I make a cube (for example) in blender, 5x5x5 meters.

    If I export this as an FBX and import it into Unity, it is 5x5x5, but the Unity scale reports an arbitrary number, i.e, 500x500x500.

    If I scale it to 5x5x5 in Unity, then apply scale so it equals one Blender Unit, and import it into Unity, it is 1x1x1 in Unity scale. This is good, but then if I do the same with a cube 10x10x10, it will be bigger in Unity, but will have the same scale size as the 5x5x5 cube, with both cubes having a unity scale of 1x1x1.

    Is this the correct way to model and scale units, or should I be doing it some other way?

    submitted by /u/Segol
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    A good way to verify that your game build is not infected with a virus?

    Posted: 20 Nov 2018 02:02 AM PST

    Hello there...

    Some time ago I published a game on steam using LibGdx. Someone recently reported that the game has a virus without giving more information.

    I usually use Kasperisky antivius on my development machine. Its real time scan is on all the time.

    Also I went and issued a scan for the game folder on another machine to check if there is a virus and found none.

    Finally I compressed the game folder and uploaded it to Virus Total, which returned that 36 out of 37 antiviruses found no issues with the game files. Only ( Jiangmin ) reported a virus is found ( TrojanSpy.Java.c ) . I think this is a false positive.

    So I am wondering what ways are you using to verify your builds.

    Also does anyone knows if there is any issue with the following libraries I used in the game:

    1- java JRE since the game is in java - I used OpenJDK-.

    2- a wrapper for steam api - SteamWorks4j -

    3- an exe that wraps the game Jar file into exe - i used Launch4J to generate exe-.

    any advice is highly appreciated.

    submitted by /u/mkaatr2
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    Just published my first game ever. Now what?

    Posted: 20 Nov 2018 09:36 AM PST

    Published/Did an open beta of my first game ever like 15 minutes ago, on Google Play. The thing is that I have budget 0, +10 interested cool players, 100 suscribers and 40K visits on a stupid meme YouTube channel that I did a long ago. Now what I should do?

    I know some YouTubers who are +40K Suscribers and easy to contact that would be interested on playing my game, BUT most of them will reject because they have better things to do like play Pokémon Let's Go Evee and I don't know how to say to them: Do a gameplay of my game.

    And as I said before, my community is very little. My game is only found in google play if you search: Fost Ghost Fox or the entire name ( Fost - Ghost VS Fox ).

    Any tips? Or should do nothing and start another game? I know that I should have marketed my game before realase, but didn't found any way to do it for mobile games.

    submitted by /u/Pataxu
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    Did any of you develop an RPG game, and how log did it take you?

    Posted: 20 Nov 2018 11:44 AM PST

    Hello everyone!

    I'm a fellow game developer, and I'm currently working on a 2D turn-based RPG game, and I was very curious about this.

    Developing something like this has proven to be quite different than any other game I have done, and that's why my question is so specific.

    Have any of you developed an RPG game? What kind of, specifically?

    Is it finished, or if not, how far along are you? And how long did it take you to finish it?

    What were the biggest challenged you had to endure? :D

    submitted by /u/Alyslea
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    A place to meet beta testers

    Posted: 20 Nov 2018 12:24 AM PST

    Evaluation station is a discord server whose whole purpose is to provide a good platform for developers to find people to test their games and for gamers to find games to test. It's still a growing community. Everyone is welcome! Discord Link: https://discord.gg/jk8DBaT

    submitted by /u/rafagnious
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    When is good time to create website for a game?

    Posted: 20 Nov 2018 01:41 AM PST

    I was wondering if it is too early to create website now, as most of the graphics in the game are still placeholders.

    However everybody suggests to start marketing as early as possible, so when will be a good time for a website?

    submitted by /u/Hugimugi7
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    My Game is Complete - Now What?

    Posted: 19 Nov 2018 08:53 PM PST

    So I have just finished my game and while its not my first game I've ever made, it's the first game I will be releasing to the public rather than just to friends. I have a twitter and since its beginning I've been trying to promote it on there, and I've gotten a few retweets and a ~30 followers so nothing major. All the gameplay videos have about ~20 views so again not much but its something.

    I'm gonna publish it to itch.io but is there any other websites or game stores I should publish to as well? What else should I consider before I publish it? I am planning to release it for $1.00, will this cause any issues? Everything I've used is royalty free and so I'll add a credits section to them in the release of the game.

    Thanks in advance for any advice

    submitted by /u/TheCakeAnarchy
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    How and Why to use Rich Text in your C# Unity Game

    Posted: 20 Nov 2018 12:58 PM PST

    How can I make art for my game when I have no idea how to do art?

    Posted: 20 Nov 2018 12:46 PM PST

    I have a small game that I'm making, currently with all placeholder graphics. I really want to make art for it, but I have no idea how to. I've fiddled around with pixel art before; I am really bad at it. I would get someone to help me, but I don't know anybody that could. I don't have any money to hire someone off the internet. Clearly, I need to figure out how to do this on my own. Where can I start?

    submitted by /u/TheWM_
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    Intermediate Controller (E03) | Unity C# 2018

    Posted: 20 Nov 2018 11:29 AM PST

    Game development playlist for my game - ENJOY!

    Posted: 20 Nov 2018 11:00 AM PST

    Pathfinding for a maze game

    Posted: 20 Nov 2018 04:42 AM PST

    I'm making my first game using SDL2 and C++ and the game is simply a generated maze. Maze is saved to the file and it looks like this: https://imgur.com/a/AFqdyHk . All marked numbers (4s) are walk-able cells.

    What I'm trying to do is to make an AI which walks from the top right-most cell to the bottom left-most cell while looking for the player controlled character, but probably it should walk from any cell to any cell. I've been reading about such algorithms as BFS and Dijkstra's and if I'm correct BFS is enough for me, right?

    The problem is, I couldn't find any resources on implementing it to my game. So could somebody help me out with this? I don't really looking for implemented algorithm or already done work for me. I'm asking for a correct direction I should be going to.

    Thank you in advance.

    submitted by /u/edsdck
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    Where to store the list of gameobjects that I need for everyone that can access anytime.

    Posted: 20 Nov 2018 10:18 AM PST

    I have an FSM that needs to access find for a specific object like a list of trees. I need something like FindObjectsOfType of unity but I'm using monogame so that's not possible. My current solution is to have a static List in my Tree class that will add itself in the constructor.

    Now it's really faster than before. I can just access it by, Tree.TreeList[n] unlike before that I have to loop through all the entities in my entitymanager.

    Are there any ways to solve this issue? Btw, I'm using Autofac so maybe it has some awesome feature that can solve this that I didn't know.

    Thanks.

    submitted by /u/darkhader22
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    Is Utomik a good deal for developers?

    Posted: 20 Nov 2018 08:21 AM PST

    I have recently been approached by an Utomik's representative indicating he is interested in publishing my still to be released game.

    I could not find any articles from the developers perspective if that is a worth deal or not so I wanted to know your thoughts about it.

    My early guts says that if I release a game ,that is already been planned for PC, Xbox, Ps4 and probably Switch, with Utomik, I might hurt sales on them, even knowing their player base is not too large (yet).

    Does anyone can share a real experience with them? Does anyone have a different idea of mine? Thanks.

    submitted by /u/Oabon
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