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    Friday, November 2, 2018

    I thought I should share my favorite way to do a state machine in C#.

    I thought I should share my favorite way to do a state machine in C#.


    I thought I should share my favorite way to do a state machine in C#.

    Posted: 01 Nov 2018 08:21 PM PDT

    You should be localising your game and store pages into Simplified Chinese! Official Steam presentation, sorry for potato image.

    Posted: 02 Nov 2018 05:47 AM PDT

    I tried to teach a neural network to beat me at my own game. Here is what I've learned...

    Posted: 02 Nov 2018 08:08 AM PDT

    Wait a second... will this even be fun? ( ͡° ʖ̯ ͡°)

    Posted: 02 Nov 2018 07:26 AM PDT

    How common is this feeling?

    Do you ever just stop and look at your work, unfinished, and wonder if the result will ever be worth the trouble? Sure, once the groundwork is laid out, you can tweak and tune until you've got something that feels good, but deep down, you know there's an absolute maximum to how good this idea can be, and you're most likely not able to reach even that.

    Maybe some other idea would be much more fun. Something else could become that addictive smash hit wonder, but you're pouring your life into a B- plan that's destined to the dark flabby folds of Steam's bloated "Indie" list.

    You know, that feeling? Do you ever feel that way?

    submitted by /u/GrindingDaily
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    Graveyard Keeper: How the graphics effects are made

    Posted: 01 Nov 2018 08:58 PM PDT

    Chronoshift (a C&C: Red Alert 1 reimplementation project) is now open source!

    Posted: 02 Nov 2018 05:08 AM PDT

    https://i.redd.it/rbspci9orwv11.png

    Chronoshift (a C&C: Red Alert 1 reimplementation project) is now open source!

    It has taken almost 10 long years of blood, sweat and tears to get us to this point, but it does not mean we are done just yet!

    A cleaner version of the codebase which we have been working on for the past couple of years has been pushed to the GitHub repo and we will be continuing to clean up and rewrite our currently private hosted code, and then continue all development of the project publicly on GitHub.

    As it stands at the moment, Chronoshift requires the original Red Alert 3.03 installation as it hooks our code into the binary and allows us to test with 1:1 accuracy. But as we develop the codebase we will be also writing the code in preparation for when we can build a fully stand-alone binary.

    At this time, Chronoshift has to be built with a specific compiler due to the way it hooks into the original binary, but we are in the process of also setting up an automated build system that will allow you to download the required files without going through the build process, allowing a greater number of people to help us with testing.

    You might be asking, "Why develop another Red Alert engine from scratch, if we already have FreeRA, FreeCNC, OpenRedAlert and OpenRA?". FreeRA, FreeCNC and OpenRedAlert are far from complete and appear to be abandoned, while OpenRA is focusing on reimagining the classic Westwood RTS titles with modern era twists such as features found later Command and Conquer titles or other RTS games. Our focus is on a classic recreation with great attention to detail on the core mechanics, more akin to OpenDUNE, hence the Chronoshift project.

    The Chronoshift project is hosted on GitHub under our group, (which also hosts the Thyme project: https://github.com/TheAssemblyArmada/Thyme) The Assembly Armada, which you can visit here https://github.com/TheAssemblyArmada

    You can visit Chronoshift on GitHub: https://github.com/TheAssemblyArmada/Chronoshift

    Our official forums are hosted at PPM: https://ppmforums.com/index.php?f=1039

    And our official discord server: https://discord.gg/UnWK2Tw

    NOTE: Chronoshift is the new title for the RedAlert++ project.

    submitted by /u/cchyper88
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    Tom Francis 2018 GDC talk about Scope Change. I found it really interesting

    Posted: 02 Nov 2018 12:22 AM PDT

    Social media accounts- use game name or studio name?

    Posted: 02 Nov 2018 07:05 AM PDT

    I'm ready to start up some early marketing work for a game I'm creating. Do you think it's best to create accounts on Twitter etc with the name of the game, or the name of the studio? I'm a solo dev who has released some minor projects before, but I don't have an existing reputation for the most part. The game will probably take several years of full-time dev work, so it's not a 'minor' project.

    submitted by /u/PolychromeMan
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    Best way to create millions of "cubes"?

    Posted: 02 Nov 2018 06:41 AM PDT

    So I'm attempting to create a game with a similar concept to "Curiosity: What's inside the cube?". The game featured a large cube split into smaller "cublets" (64 billion to be exact). Of course it isn't possible to create that many game objects at once, so I'm wondering how exactly did they create it? I'm assuming maybe each "cubelet" was a representation of a pixel and areas loaded from the server were rendered depending on the users zoom distance. Does anyone have any ideas on how this was done and the best approach to take? Any help is greatly appreciated.

    Edit: Here's a couple of pictures of Curiosity. Here's the cube when zoomed all the way out: https://www.newsshopper.co.uk/resources/images/2219589/?type=responsive-gallery-fullscreen Here's the cube and "cubelets" when zoomed in: http://images.eurogamer.net/modojo.com/features/1399/thetroll.jpg

    submitted by /u/TheHighPython
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    Even huge companies like Valve make weird mistakes sometimes

    Posted: 01 Nov 2018 10:57 PM PDT

    Tips and Tricks for Creating Animated Characters with Biped in 3ds Max

    Posted: 02 Nov 2018 06:01 AM PDT

    Merging the respawn and change class function

    Posted: 02 Nov 2018 11:06 AM PDT

    I've been racking my brain on finding the correct wording for a menu item in my indie game for a button that respawns the player which they can also change their character's class. Using the word Respawn can be confusing if someone only wants to change their class, but Change Class doesn't indicate that their character will die. It's a conundrum I say!

    submitted by /u/Bokkoms
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    How important are studies in video games development?

    Posted: 02 Nov 2018 11:02 AM PDT

    Hey there, quick question.

    In my example, I am working in a mobile video games company, quite a big studio (aroud 320 persons aprox) as QA tester, what we could name as an "entry level position". In the future, I'd like to get job as designer though.

    So now, what you think I should do in my free time? I have studied an HND, title below a Bachelor.

    Should I invest time in getting higher studies? Or should I make a portfolio like developing a game in unity/unreal, trying to build mods for different games...

    The question comes because I see in much job offers, it often says that a Bachelor in Science or Arts helps.

    So... I don't know if it is a big filter to ignore CV from people who actually don't have one of those Bachelors.

    Because, people looking at the CV, are HR people, not developers/designers who will value the quality of your portfolio I guess... right?

    Any tip/help is wellcome. Point that I am already studying C# deeply while I am as well trying to develop my first game. Just wanna know if that's the correct path, or if I should divide the time doing that while I try to study or just study fill time doing an online bachelor or something..

    submitted by /u/roneg
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    Easy way to make AI dodge incoming projectiles in unity? (C#)

    Posted: 02 Nov 2018 11:01 AM PDT

    title, just looking for a simple way to do this in a 3D game, thanks.

    submitted by /u/Malooka5432
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    One Year into the Struggle... an update of the Continuing Saga

    Posted: 02 Nov 2018 04:32 AM PDT

    It was about a year ago that I wrote a post about life changing events that coerced me into jumping into the world of game dev. To build the game I've wanted to build-- a classic, tile-based mMORPG (which these days, I'm calling a m(icro)MORPG-- a term I, lovingly, borrowed from TastyGraph on Twitch.

    A year into building the 'hardest' genre of game, eh? So, how is it going? Well, there's been good moments and bad moments, and moments that has made me question my sanity, especially when plagued by a very rare and well-hidden null pointer bug that haunted me up until a few days ago-- where I finally found the little jerk, and snuffed it out, once and for all.

    This last year has been about building a server; that means, visual progress is almost nil-- because, after all, it's all about building something oriented around sending data back and forth and balancing it across a whole bunch of users.

    ^^ This has been the hardest thing to deal with, and not for the technical reasons you might think. It's the programming itself, not the code that I've been finding the hardest. When I've been just staring at text, when I've just looking at success and failure of code with no "COOL" visual factors... for months and months, it often felt like there's no progress. That's how I felt, for a long time, like I wasn't getting anywhere.

    Motivation had long been exhausted and thoroughly depleted; there were moments where it was, literally, depressing. Much of the time, there was nothing to put into the motivation meter, so it just slowly drained dry. However, where motivation failed, discipline determined. I took breaks, I played games (SCUM is <3), I stepped away when I had to, and then hunkered down when I needed to, and I used every last reserve of discipline I had to keep at it.

    So, the big question is, "What have I learned in the last year?"

    1. I've learned some simple looking tasks can be incredibly daunting.
    2. I've learned that daunting tasks can be made easy, if you break them down into tiny steps.
    3. I've learned that just because tiny steps are easy, doesn't meant they're quick, and that time can be even harder.
    4. I've learned to take time as it comes, hour by hour, day by day.
    5. I've learned that days go by fast, sometimes, faster than we'd like.
    6. I've learned that because time goes so fast, trying to predict when someone will be done is nigh impossible.
    7. I've learned that the impossible can be probable, with a little elbow grease.

    What horrible things happened over the last year? I lost more time than I would have liked making significant changes.

    1. I changed the client from AGK to Godot Engine; that meant learning a new engine and then porting everything. It cost me time.
    2. I changed the way tile maps were handed by the server about three times. It cost me a LOT of time.
    3. A couple of times, I was so depressed by a feeling of lack of progress, I almost gave up... almost.
    4. Summer was mostly a wash, since I had to take some video projects in order to project cash some cash into my time.

    Well, the next question is, "What have I accomplished?"

    Well, as I've said, there's not much to show visually-- as it's mostly server side. But, here's a video with a few snapshots of the progress over the last year. It's not visually stunning, unfortunately, as it's programmer art just to help reflect the server's actions:

    http://www.youtube.com/watch?v=bmDoaEP5xOM

    I've gotten a sense of satisfaction from this project. I set out to build it, I've stuck to it, and I built this server from scratch (socket wrapper include) in C/C++. On a decent VPS, it's a server capable of handling a couple thousand users at a time (tile-based movement); while delivering tile-based worlds 'on the fly' as users move across the map. The server is 100% authoritative, meaning the client is mere a dumb terminal peering inside a world.

    I've gotten to the point where I have a working server engine, complete with tile resource editor. I can finally... and I mean finally... start working on an actual game, instead of just a server, and that excites me about my project once again!

    Of course, there's still a lot of work on the server side to complete; such as a full on load balancing server for population control, a world manager for the servers themselves, but these things will come with time.

    Over the last year, I've kept a blog about the development of Dymoria. Sometimes daily, sometimes scattered, but it details the trials and tribulations I've gone through; the rookie mistakes, the newbie mistakes, and all my other rambling bumbling mumbling humbling moments, for better and worse (no posts behind the Patreon wall): http://www.patreon.com/lillybyte/posts

    But.... with all this said, I'm quite excited to see what the next year brings, now that I'm done with the first year.

    Finally, "Would I recommend that anyone build a MMORPG (even a m(icro)MORPG)?"

    Not unless you're absolutely 100% ready to have your very soul challenged.

    However, if you're not a complete MMO-Masochist; there are three solid alternatives to writing your own server code if you decide to walk the path of darkness. I had considered switching to one of these three, more than once:

    1. HeroEngine. http://www.heroengine.com You can build your MMO in a WYSIWYG environment, they handle all the core technical details for you, you build your game around their architecture. However, you absolutely need Maya or Max... their import plugins for their engine only work with those programs. But, when you're ready to launch, they got your backs-- it's proven, working tech by a fair number of MMOs.
    2. SpatialOS. https://improbable.io/games -- if you got the money to throw at it.
    3. Aether Engine. https://www.aetherengine.io -- if you got the money to throw at it.

    submitted by /u/LillyByte
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    GitHub Game Off theme announcement - HYBRID

    Posted: 01 Nov 2018 04:31 PM PDT

    First public update for my VRMMO: Alamin

    Posted: 02 Nov 2018 09:43 AM PDT

    What do I need to know before going into Android game development?

    Posted: 02 Nov 2018 09:35 AM PDT

    I'm thinking about going into Android game development, to maybe make some petty cash but more importantly become fluent in a coding language.

    I'm planning on using Unity with the Android SDK.

    Is there anything you wish you had known before going into designing games for Android?

    submitted by /u/SirSqueep
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    Releasing a game for sale, which platform is best? Thoughts and opinions.

    Posted: 02 Nov 2018 09:29 AM PDT

    So I am nearly at a point with a game project in which I feel it will be "finished" and would like to release it on a market place, but I have now idea which marketplace is best. At present I only really know of two, Steam and Itch.

    To my knowledge it is easier to release a game for sale on itch as there is no real vetting process, also there is no "application fee" and royalties can be someone nicer as well as you decide on how much Itch make; so financially this sounds pretty good.

    However, despite Steams application fee and somewhat high royalties fee (roughly minimum is about 30% of the game sale from what I've read so far), it is the bigger platform so with that comes more potential customers and better support? Or is this quite naive of me to think, and Steam is in fact only where the big kids/developers play, and therefore Itch or similar website or application is much better for a one man band style developer?

    So that's where I'm at, please tell me about your thoughts, opinions and experiences of releasing a game.

    Cheers

    submitted by /u/MDogCous
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    Interaction System (E03) - Polishing and automatic doors! | Unity 2018 C#

    Posted: 02 Nov 2018 08:05 AM PDT

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