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    Thursday, November 22, 2018

    Putting A price tag on Game Assets in a Screenshot

    Putting A price tag on Game Assets in a Screenshot


    Putting A price tag on Game Assets in a Screenshot

    Posted: 22 Nov 2018 04:18 AM PST

    What gives a game "soul" exactly?

    Posted: 21 Nov 2018 08:25 PM PST

    I see people throw around this term at times when describing games. Usually it seems to imply a personal touch to a game, with triple A titles usually being excluded. That's a rather unclear distinction though, and I'm hoping for something more specific. What do you guys think about the idea of "soul" in a game?

    submitted by /u/Snarkstopus
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    What industries can our game studio switch to, should it fail?

    Posted: 22 Nov 2018 01:03 AM PST

    Hi all! I run an 8-man indie studio located in Asia.

    Our studio has shipped two mobile titles made in Unity, both of which didn't manage to recoup development costs. We're about to ship our third soon, and should we fail again, I'd like our company to steer towards another path that is most likely to sustain us.

    Our current team consists of 4 programmers, 1 3D artist, 1 illustrator, a project manager / designer (me) and 2 designers / QAs. What other industries can our studio switch to? What are some non-game things that we can do to sustain the team?

    submitted by /u/AnonStudio
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    Black Friday 2018 For Game Developers

    Posted: 22 Nov 2018 11:39 AM PST

    A first look at my low-poly space exploration game. Watchu think? (early development stages)(solo dev)

    Posted: 22 Nov 2018 11:14 AM PST

    Blender 2.8 Tutorial : GPU Python Addon API

    Posted: 22 Nov 2018 12:27 PM PST

    Just watching tutorials

    Posted: 22 Nov 2018 07:28 AM PST

    I've been learning game dev very slowly for a while now, but due to time constraints I don't get much pc time.

    Is it beneficial, at all, to just watch tutorials when I can't actually play along, or would that just be wasting my time?

    I'm wanting to really get in to unity or unreal, but i'm a while away from making the game I want.

    submitted by /u/NotSoHappyHamster
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    Wireframe Issue 2 now available! Did you get Issue 1? What did you think?

    Posted: 22 Nov 2018 07:09 AM PST

    Got any plans this weekend you guys wanna share?

    Posted: 22 Nov 2018 11:58 AM PST

    Earning and statistics from my 8 Games (Android + WebGL) + some thoughts

    Posted: 22 Nov 2018 08:57 AM PST

    Online certification for AI

    Posted: 22 Nov 2018 11:08 AM PST

    Hi, I am looking for a course on AI which also provides a certificate on completion. I would like it to have a portion dedicated to game dev aswell. But game dev shouldnt be the main focus. I want it to be from a reputable source. And it shouldnt be too long. Maybe 1-3 weeks long. Also would like it to be fairly cheap, or free. Thanks.

    submitted by /u/ShadowAce1234
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    2D platformer moving platforms: slow them as they approach their turnaround point?

    Posted: 22 Nov 2018 07:03 AM PST

    Do you just do a linear speed for your moving platforms so e.g. they either going a flat X velocity or -X velocity?

    Or do you have them gradually slowing down as they approach the turnaround point, and then gradually accelerating again as they move away from it reaching their max speed and holding it for a while before slowing down again as they approach the other turnaround point etc. If so how do you handle this to make it look nice and natural?

    submitted by /u/223am
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    3D Realms Dev Blog #2: The Art of Ion Maiden

    Posted: 22 Nov 2018 06:28 AM PST

    Getting your game age rated

    Posted: 22 Nov 2018 05:53 AM PST

    I'm from the UK, and I'm curious as to the process of getting your game age rated and what laws there are currently.

    Has anyone looked in to this? I can find a few things on the sale of she restricted games but not really anything on the legal responsibility of the publishers.

    submitted by /u/NotSoHappyHamster
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    Can't decide between C++ and Java for 2D multiplayer game

    Posted: 22 Nov 2018 12:37 PM PST

    Tl;dr: 1) Make my own 2D engine for that game from scratch with C++ and be cool, or 2) Use libGDX with Java being productive and focus on a game itself.

    I find it hard to decide myself and I really need an advice. Since last year I want to make a game of my dream. Won't write much about it, but it will have simple graphics and somewhat Rimworld-like gameplay but much less deep (in terms of relationship between charaters etc) and with some politics/diplomacy and ability to play with friends. For desktop platforms. More decription - https://github.com/yavl/netrew

    It will be a slow-paced game, so networking through TCP is accepted, I think. So I have a choice between 1) writing custom C++ OpenGL game engine and 2) using libGDX with Java. Pros and cons of choice #1: + Tiny executable with ~2MB hello world binary + In future, it will be harder to decompile/reverse engineer binaries and see source code + Will be proud of myself and feel independent + People say that C++ is number one for gamedev - Will be very slowed down because then I have to spend part of my short life implementing stuff (e.g .TMX tilemap parsing, rendering etc) which were already implemented in libGDX - Will be slowed down because of C++ 'complexity', e.g. the primitive types have no fixed size, so in order to have fixed size primitives I will have to write int32_t etc everytime (?)

    Choice #2: + Things like GUI, sound, pathfinding, Tmx map loading are already included in libGDX + Easier to code, do networking and focus on the game, overall productivity - People say that Java is not suited for gamedev (this is actually the core reason of why I am so demoralized about the second choice) - Have to distribute with jre (~20MB hello world size) - Imagine a situation when the game is on Steam and people hack and modify client jar making ut better and host and distrubute free server & client, like gta SAMP, or other pirate servers.

    submitted by /u/yavl
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    Sometimes death brings out the best in us. Heaven's Judgement beckons - Rolan's Quest

    Posted: 22 Nov 2018 11:58 AM PST

    What Game Engine Should I Use To Make a Game Similar to Jackbox

    Posted: 22 Nov 2018 11:11 AM PST

    I have an idea for a game that is similar to Jackbox where there is one host computer and players connect to the game on their own device. So all of the action and stuff happens on the main computer and players make choices on their phone. I tried developing it as a web app with Flask and SQL lite but ran into a lot of issues. What game engine is there that would suit my needs?

    submitted by /u/Poberts_
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    My coding feels a bit off, does anybody know how I could improve upon it.

    Posted: 22 Nov 2018 11:10 AM PST

    static Animator anim;

    public float speed = 8.0f;

    public float walkSpeed = 8.0f;

    public float runSpeed = 16.0f;

    public float rotationSpeed = 75.0f;

    // Use this for initialization

    void Start() { anim = GetComponent<Animator>(); }

    // Update is called once per frame void Update() { float translation = Input.GetAxis("Vertical") * speed;

    float rotation = Input.GetAxis("Horizontal") * rotationSpeed; translation *= Time.deltaTime; rotation *= Time.deltaTime; transform.Translate(0, 0, translation); transform.Rotate(0, rotation, 0); if (Input.GetKey(KeyCode.LeftShift)) { { speed = runSpeed; //running if (Input.GetKey(KeyCode.W)) { anim.SetBool("Start Running", true); anim.SetBool("Start Walking", false); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", false); anim.SetBool("Go Right", false); } if (Input.GetKey(KeyCode.S)) { anim.SetBool("Start Walking", false); anim.SetBool("Start Running", true); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", false); anim.SetBool("Go Right", false); } if (Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.W)) { anim.SetBool("Start Walking", false); anim.SetBool("Start Running", true); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", false); anim.SetBool("Go Right", false); } if (Input.GetKey(KeyCode.D) && Input.GetKey(KeyCode.W)) { anim.SetBool("Start Walking", false); anim.SetBool("Start Running", true); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", false); anim.SetBool("Go Right", false); } if (Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.S)) { anim.SetBool("Start Walking", false); anim.SetBool("Start Running", true); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", false); anim.SetBool("Go Right", false); } if (Input.GetKey(KeyCode.D) && Input.GetKey(KeyCode.S)) { anim.SetBool("Start Walking", false); anim.SetBool("Start Running", true); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", false); anim.SetBool("Go Right", false); } if (Input.GetKey(KeyCode.A)) { anim.SetBool("Start Walking", false); anim.SetBool("Start Running", false); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", true); anim.SetBool("Go Right", false); } if (Input.GetKey(KeyCode.D)) { anim.SetBool("Start Walking", false); anim.SetBool("Start Running", false); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", false); anim.SetBool("Go Right", true); } } } else { //walking if (Input.GetKey(KeyCode.W)) { anim.SetBool("Start Walking", true); anim.SetBool("Start Running", false); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", false); anim.SetBool("Go Right", false); speed = walkSpeed; } if (Input.GetKey(KeyCode.S)) { anim.SetBool("Start Walking", true); anim.SetBool("Start Running", false); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", false); anim.SetBool("Go Right", false); speed = walkSpeed; } if (Input.GetKey(KeyCode.A)) { anim.SetBool("Start Walking", false); anim.SetBool("Start Running", false); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", true); anim.SetBool("Go Right", false); speed = walkSpeed; } if (Input.GetKey(KeyCode.D)) { anim.SetBool("Start Walking", false); anim.SetBool("Start Running", false); anim.SetBool("Is Idle", false); anim.SetBool("Go Left", false); anim.SetBool("Go Right", true); speed = walkSpeed; } //idle else if (translation == 0) { anim.SetBool("Is Idle", true); anim.SetBool("Start Walking", false); anim.SetBool("Start Running", false); anim.SetBool("Go Left", false); anim.SetBool("Go Right", false); speed = walkSpeed; } } 

    }

    }

    submitted by /u/TheMagneticDragon
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    How do game engines abstract OpenGL shaders and their inputs?

    Posted: 22 Nov 2018 10:15 AM PST

    So I was trying to implement an abstraction for shaders the other day and I wanted to make a system that makes it easy for someone to make a shader that has some inputs set up (data for uniforms). How is this usually set up, with the end goal in mind the shader and its inputs might be configured through an editor/GUI like this: - User selects an Entity and assigns a shader to it - The user then assigns a datasource to each uniform that the shader has ... for example: the Entitys x position or its velocity...

    How could I achieve this coupling? And how could it be saved to disk? I could figure it out with a language that has a type reflection system in place but how would one do this with C/C++?

    Any tips or resources would be welcome! Thanks!

    submitted by /u/mindspyke
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    Sources of 2D animated bone/spine sprites?

    Posted: 22 Nov 2018 10:14 AM PST

    I am getting into using 2D spine animated sprites but am not talented when it comes to creating animations. This is for use with the Spine runtime.

    What are the best sources of pre-packaged bone sprites + animations? Cheers!

    submitted by /u/unumfron
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    Creating a self-driving car simulator 2019 Programming the NEURAL NETWORK Tutorial 4

    Posted: 22 Nov 2018 10:13 AM PST

    Thoughts on HTML5 compared to Desktop and Mobile as platforms?

    Posted: 22 Nov 2018 10:09 AM PST

    I was browsing some old projects recently and came across a couple HTML5 games I was messing with using some JS libraries like Phaser, Pixi, Babylon, and Three. And it got me thinking about HTML5 as a platform again. I remember being super impressed with PlayCanvas, but it doesn't really seem like it's gaining much traction as a whole. Is the .io game trend dying? There are some really neat games out there using the web as a platform, but they just don't seem to be comparable to mobile titles these days. There are tons of AAA mobile game studios, but where are the AAA HTML5 games?

    Then I started to wonder about HTML5 as an alternative to mobile: HTML5 games are often light, quick, and simple. Something which can be played for a few minutes here and there - but not really something as hardcore or serious as a desktop game. They can be single player or multiplayer. That seems to be the same benefits as to why mobile gaming has been exploding over these past few years: quick games to fill in the minutes between IRL commitments. A lot of those HTML5 engines can run well on phones, but running those games through the browser just puts extra strain and overhead on the system as opposed to running a native mobile app. And if you're going to export to a native app, why not just use an engine optimized for it (Unity/Unreal etc)?

    I really wanted to write an HTML5 game to add to my portfolio. It seems great to be able to just link directly to a website and tell people "play my game." No need for app downloads, registration, or watching an over-edited video which fails to show the whole story about the project. The idea of just entering in a URL and getting straight into a high-quality-game sounds amazing. It also makes development and updates a breeze, since all of them are just pushed directly to the server (I've done updates/fixes live while testing my multiplayer games with friends). But this seems to be such a minor benefit for the number of performance drawbacks and engine limitations it brings.

    The way I see it, players who want so play something quick and fun most likely already have a handheld device (don't you all have phones?) with a couple of their favorite games on it. Players who want something more deep and hardcore ALSO have either a handheld to play hardcore mobile games, or an actual gaming console or PC to use. So what does that leave for the HTML5 share of the market? Kids on break at school? Guys at boring IT jobs? Why not make a mobile game instead that they could play on the bus, train, or toilet?

    What do you other devs think about HTML5 and the web as a gaming platform? I'm really stumped here as I can see tons of benefits for it, but I have to be missing something since there really aren't that many other projects around utilizing it. I love being able to super quickly get my games into the hands of my players and testers with almost 0 resistance (no register, login, or download required). Definitely beats building and packaging out Unreal projects, uploading and downloading 100+ MB files every time things need to be tested. So what gives? Is HTML5 (and WebGL) slowly dying off, or does there still seem to be potential in it in the near future? Have you made anything with it, or do you plan on trying it?

    submitted by /u/Zerve
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    HELP php AND unity, when I resize the image it blurs at some times, what could be the problem?

    Posted: 22 Nov 2018 09:53 AM PST

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