• Breaking News

    Wednesday, November 21, 2018

    PSA: Update your Steam listing with the Australian Dollar

    PSA: Update your Steam listing with the Australian Dollar


    PSA: Update your Steam listing with the Australian Dollar

    Posted: 21 Nov 2018 02:13 AM PST

    Games without Australian pricing cannot be bought by us. There are a surprising number of games, even big name indies, not updated, e.g. as I cruise around just now I've quickly spotted Ittle Dew 2, Duskers, Invisigun Heroes, Stephen's Sausage Roll, It Lurks Below, Basingstoke, Captain Forever Remix, Cryptark, Diehard Dungeon, Faster Than Light, HyperRogue, Nongünz, Nuclear Throne, and it goes on and on.

    If you spot a listing without an Aussie price, please get in touch with them (tweet?).

    submitted by /u/stuntaneous
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    Day 5 after release: I got 1,300 Downloads

    Posted: 20 Nov 2018 06:25 PM PST

    Hey guys. I released a mobile game built in GMS2 6 days ago, and yesterday the number of downloads were up to 1,300. I know my downloads are pretty small compared to what other successful games did, specially considering it's a free game. But 1,300 is surreal to me, as it is my first complete game. The reviews are also humbling, I got an average of 4.9/5 from 40+ reviews (about 25% are from friends and family)

    I started this thread because I feel there is a severe lack of post mortems for mobile games. I have been doing so much research but I can barely fund mobile devs who share their experience launching their game, what strategies they used and things like that. I would not say this is a post-mortem, I plan to do that once I get about 10k downloads, but I still hope it could help those who struggle.

    My Strategy so far:

    • "twitter is your friend' - that's what a guy from a forum said to me one day and it compelled me to create a twitter account. I got 200 followers before the release and I'm guessing most of my first day (most important day according to some) downloads came from twitter. How I got 200 followers: make twitter while developing your game, post a nice gif once or twice a day (I recommend Screen2gif software, best one I've used), if you post a visually appealing gif everyday and use #gamedev #indiedev #indiegame, the followers will start coming. (Of course this is MY strategy, it most likely is not the best one. But it got me to 200 followers in one month of active twittering)
    • Release day: Friends and Family! - If my game did not score something close to 5 star reviews on my first day, I don't think anyone would have downloaded it. If you're close to your friends and family, their first reviews boosted my game big time on the first day, and helped me grow visibility along the way. I think on the first day about 50% of the 5 star reviews were my friends and families.
    • Trailer is VERY important - you might have already come across this phrase as a gamedev but I am a testament to how effective a trailer actually is! Guys please make the effort to put a trailer for your game. I'm gonna give you some math here: the youtube views for my trailer yesterday was 1700. my downloads were 1300. 400 people who viewed my trailer did not download. but still, can you see the conversion rate? it's absolutely insane. If youre gonna do a trailer you gotta do it right though, Im not saying mine is good but it did the trick. Please watch YouTube videos on a good game trailer, its so important guys. Best FREE trailer editing tool: HITFILM EXPRESS 4. Seriously I have no freakin idea why this software is not the most famous one.
    • I would say try to get press coverage, but I never contacted those who covered my game (theyre awesome btw). And those I have contacted never replied lol. So far I know 5 game reviewers / blogs that covered my game. I think they are a big part of my downloads.

    I guess that's it from me. Other stuff I did was generic - app icons, screenshots, app listing. I believe all of us realize the importance of that. I really want to start advertising through google or fb ads, I thought it would be easy but I am struggling so much on setting it up right now. Will update on that later.

    If someone out there has launched a successful (or unsuccessful) mobile game, please share your experience with us! You would really help us mobile devs a lot! Thanks guys

    Note: I posted my first day thread on r/androiddev and r/gamemaker.

    submitted by /u/alonski22
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    How to Write a RPG: Characters

    Posted: 21 Nov 2018 06:48 AM PST

    Why would you make a gun in this many separate meshes?

    Posted: 21 Nov 2018 09:25 AM PST

    How crazy is this? Game music changes your pupil size!

    Posted: 21 Nov 2018 12:11 PM PST

    Game Music that generates emotions in people, in the truest sense of the word, may also be capable of physiologically changing visual perception. The frequency of blinking, for example, or the pupil size. Eye-tracking has shown that viewers behave very differently when viewing details in an image when they experience emotions induced by music. Compared to a situation without musical stimulus, music can reduce eye movement, encourage people to look longer at different specific details, and increase the frequency of blinking.

    submitted by /u/AvalonAdaptiveAudio
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    How to survive as an indie developer in mobile games

    Posted: 21 Nov 2018 07:39 AM PST

    Free LowPoly Platformer Pack

    Posted: 20 Nov 2018 07:15 PM PST

    Hey! As always, the packs are posted first on my twitter.

    Hope you like them and use them in any project! (If you use them send me screenshots! i love to see it)


    If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot!

    Here's my website if you want to check it out, the packs are there too, and they are also on itch.io here


    Preview


    Includes:

    • 53 Models in FBX, OBJ and Blend formats.

    Download


    Past Weeks:


    Animated Robot

    Farm Buildings

    Medieval Weapons

    Animated Monsters

    Posed Humans

    Animated Knight

    Farm Animals

    Sci fi guns

    Civilization Buildings

    Animated Fish

    Modular Street

    Ships

    Modular Dungeon

    Spaceships

    Animated Zombie

    Animated Woman

    Animated Man

    Furniture vol.2

    Buildings

    Animated Animals

    Medieval Assets

    Animated Guns

    RPG Assets

    Junk Food

    Nature textured vol.3

    Public Transport

    Airplanes

    Cars

    Nature

    Holiday pack

    Pirate pack

    Animated animals

    Furniture vol.2

    Snow Nature

    Bushes

    Clouds

    Spaceships

    Suburban Pack vol 2

    PowerUps

    Food

    Potions

    Desert

    Medieval Weapons

    Guns

    Space

    Furniture

    Cars

    Nature Vol.2

    Nature Vol.1

    Houses

    Trees


    License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated).


    If you have any questions or problems tell me, i also have my Twitter DMs open! I'll gladly help as soon as i can. If you want you can follow me on Twitter.

    submitted by /u/QuaterniusDev
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    Are motion capture suits like Xsens a good solution for recording quick movement and falling on the ground a lot?

    Posted: 21 Nov 2018 05:25 AM PST

    Are motion capture suits like Xsens a good solution for recording sport-type movements, or all those sensors will get messed up when doing all kind of acrobatic motions, like falling when doing scissor kicks? (I'm developing a soccer tennis video game, and I want to go for realism. )

    I'm asking because I don't have money for one. I'm hoping to get it from Unreal Dev Grant, crowdfunding or, as last resort, Steam early access. But that might not happen, so I want to know if indeed is worth it and I should try to get it, or I should go on with development and do my best by keyframing all the animations by hand.

    submitted by /u/movindot
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    Planning to sell the source code of abandoned FPS game I had on steam with over 10,000 downloads, where?

    Posted: 21 Nov 2018 12:03 PM PST

    So long story short, the game is far from finished but it's still complete with decent graphics, here i put some screenshots to get the idea:

    https://imgur.com/a/umo6zDE

    https://i.imgur.com/6to0vqa.png

    https://i.imgur.com/6PU5swJ.jpg

    https://i.imgur.com/xpyvMjh.jpg

    The game is complete obviously since it was on steam in 2016 when getting on steam was still greenlight, that is harder than it is now...but it was total sh@tstorm to be honest, the marketing I mean - i had no time and energy to finish the game so i sold the rights to some dev for $1000, under the terms of our contract they should work/improve the game within one year of our deal - nearly 2 years passed...they haven't touched a single thing!

    My point is, I may sell the source code for super low...$150 or something so that someone serious can simply use the assets and ai to make some new and cool game from this...it's still way better than what you can find on the asset store. Why not put it on the asset store? Simple. I've designed some things but i am using others...and asset store requires 100% unique content. PM me if you'd like to know more...10x!

    submitted by /u/robertdooms1
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    Building a Fog of War implementation over Unity for RTS games (and others)

    Posted: 20 Nov 2018 05:18 PM PST

    Hi, this is my first time writing a post here. I normally read interesting gamedev posts but I never interacted before.

    Recently, I wrote two blog posts about two different solutions for Fog of War I implemented. One was for a mobile game already released (Iron Marines) and the second one is just to learn how to improve the implementation, add more features, etc. Here the links to both of them:

    Implementing Fog of War for RTS games in Unity 1/2

    Implementing Fog of War for RTS games in Unity 2/2

    I would love to hear/read feedback on both implementations. Thanks

    submitted by /u/acoppes
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    How to create a unique look for your game if you are buying art assets?

    Posted: 21 Nov 2018 03:15 AM PST

    I'm not an artist, and although at some point in the future I might take on making my own assets, for now I'm just trying to get my first game finished

    What's your general strategy for creating a unique look if you are relying on using other people's assets?

    -Try to take only a few assets from a ton of different packs?

    -Pay for packs (maybe even the more expensive ones) instead of using free ones assuming less people are using them?

    -Modify the art yourself with some art program? I was thinking even just being able to modify the colours yourself could go a way to making them more unique. Which art program would you recommend for just modifying colours? e.g. changing all reds to blues etc.

    -Any other ideas?

    Also if you are mixing and matching different art packs, how do you go about finding ones that have a similar style or fit? I imagine it also helps if the tilesize is the same in each pack making it easier to patch them together.

    And finally which websites do you rely on for getting assets (free or paid)?

    Sorry, probably noob questions, I'm new to this.

    submitted by /u/223am
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    New funding program for Unreal Engine devs

    Posted: 21 Nov 2018 10:03 AM PST

    SoLoud audio engine 20181119 release; first release after a two year burnout hiatus.

    Posted: 21 Nov 2018 12:08 AM PST

    Bringing Hell to Life: AI and Full Body Animation in DOOM

    Posted: 21 Nov 2018 09:42 AM PST

    Good places to find decals?

    Posted: 21 Nov 2018 05:53 AM PST

    Is there any good sites that provide decent decals?

    I've seen that MegaScans has quite a few nice ones, but I was wondering if anywhere else provides them?

    submitted by /u/Enaver
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    How Aliens versus Predator's Late Design Change Made It a Classic

    Posted: 21 Nov 2018 03:40 AM PST

    Kinda disgruntled at how often I only see the cinematic trailers for games when browsing my console's marketplace. So, why do so many game in the Xbox Marketplace, PS Store, and eShop only contain cinematic footage and not actual gameplay?

    Posted: 21 Nov 2018 07:13 AM PST

    - Is this an intentional misdirect when you know a game doesn't have great gameplay mechanics or do you just think its better to include the 'best look' of the game?

    - Is there data backing up which kind of trailer clips work better cinematic vs. actual gameplay?

    -Is it even up to the developers? If its not up to the developers do you feel like you're at odds with how your games are marketed like this?

    I guess I understand how TV commercials would lean towards a cinematic trailer but I don't see how it makes sense to do this in the console marketplaces.

    submitted by /u/OldPeopleSmellFunny
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    Trying to Understand "New to Gamedev - Any Tips" Posts

    Posted: 21 Nov 2018 06:52 AM PST

    So in general, I don't think people are actually clueless or are intentionally avoiding research on their own. To give them the benefit of the doubt, it seems to me that what they are really asking is this:

    "If you were starting game development today, what would you do? I am afraid that the tutorials or tools I find on my own will be outdated, and since I am just starting I'd rather begin with the most current state of knowledge, as of today."

    I see people do this for things like diet, fitness, etc. all of the time. They want the "what would the New York Times print today" version of advice.

    My only idea is to add "Current as of: (some day within the lat week) to FAQs/advice that is considered more or less set in stone.

    submitted by /u/TwitchTVrockzom
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    2D MMORPG's & MUD's

    Posted: 21 Nov 2018 05:08 AM PST

    Would a simple 2D MMORPG essentially work pretty much like a MUD does?

    In other words, is it essentially a server side program with a simple 2D GUI, pretty much all the logic is server side?

    Or is there perhaps a lot going on client side too.

    submitted by /u/NeoMangeo
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    Would it be worth it to continue school for an ANIMATION & GAME ARTS BFA?

    Posted: 21 Nov 2018 12:11 PM PST

    I graduated this past June in Computer Game Development at BCC: http://bristolcc.smartcatalogiq.com/2017-2018/Catalog/Programs-of-Study-alphabetically/Computer-Information-Systems/Game-Development-Game-Creation-Career There are not many studios here in Boston and really no entry level openings and I think I only qualify for QA. I sorta moved on to my backup choice of a career but still not having luck in finding an entry level job in IT.

    So I was wondering if it would be worth it to continue school for a BFA in Animation and Game Arts: https://www.umassd.edu/programs/animation-game-arts/ I contacted the head of the program asking about where students had internships for the program, and he said this: "Former students have interned at Hasbro, Arnold Worldwide, Cramer, Turbine as well as many smaller studios both local and in Boston. Employment ranges from students working in game studios, again such as Turbine, or animation studios such as Blue Sky — we have two alum who worked on Ice Age. Job titles that students feel well suited for include: animator, 3d modeler, 3d sculptor, texture artists, environment artist, charter designer, level designer and game designer. Also keep in mind that we are a university so your education is diverse and the possibilities are greater than what I have listed here. Example: some students engage with other options to create new opportunities such as working with graphic design to build a portfolio that focuses more on game ui." I also don't plan on moving, so I'm not sure how difficult that would be to stay and find employment in Boston. I'm open to working at companies like Hasbro since they are very close.

    I'm not originally an art student but did draw when I was young, but it's been a while, but I still do Photoshop stuff. I know and have contacted that portfolio is important and what I have from BCC is not good from someone in the industry, who I asked to view. Do you think it's worth it? I'm 29 and from what I've been told it would take like 3 years to complete and I don't really want to still be in college in my 30's and still without a career or job. Here are more details on the courses for this degree: http://catalog.umassd.edu/preview_program.php?catoid=53&poid=8496&returnto=4346 Do you think that I could also use this degree for backup as to work in graphic design also?

    I also found out that BCC offers something similar: http://bristolcc.smartcatalogiq.com/en/2018-2019/Catalog/Programs-of-Study-By-Area-of-Study/Division-of-Humanities-and-Education/Art-Transfer/Animation-and-Motion-Graphics-Transfer What do you think of that program?

    submitted by /u/ItGameDevNoob
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    How to make a First Person Shooter in Unity - Character Movement and Jumping - Ep 01

    Posted: 21 Nov 2018 11:49 AM PST

    Do you know some useful questions?

    Posted: 21 Nov 2018 11:26 AM PST

    Looking for games to sounddesign for!

    Posted: 21 Nov 2018 10:44 AM PST

    To begin with, I want to introduce myself, I am a beginner when it comes to sounddesigning for games, however I have been producing music and sounddesigning for that for over 8 years (https://soundcloud.com/ganther-official/tracks) where this track for an example was made from 100% selfmade sounds https://soundcloud.com/ganther-official/mmmmmm. I am now studying to become a Sound Engineer in Sweden Piteå and my end goal is to work fulltime as a sounddesigner.

    Now I want to begin on my first project for my game-sounddesign portfolio. I have recently started playing around with fmod studio, but I need a game to test it on! So if you feel like you're in need of a sounddesigner, comment below and we'll talk more about the details.

    submitted by /u/ganther97
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    HELP - Models in Blender w/ Materials -> Unity

    Posted: 21 Nov 2018 10:16 AM PST

    I'm designing monster models for a game me and some friends are making for a Game Design class, but I'm coming to an issue.

    So I create materials for my models (So they look good when rendered) But I don't know how to export those models covered in materials so that they can be used in Unity

    Any help with this would be awesome, thank you!

    submitted by /u/Rorlaxx
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