Walk cycles are hard - so I made a quick cheat-clip. Hope it's helpful |
- Walk cycles are hard - so I made a quick cheat-clip. Hope it's helpful
- [C++] Open source pokemon battle engine
- Lucas Pope discusses the making of Return of the Obra Dinn
- Crafting meaningful sales projections?
- Are we the only creative industry that has made the players the pop stars?
- Is it ok to have 70 characters for a fighting game?
- Blender 2.8 Hardsurface Addon Fast Carve Update
- Can Indies compete in Mobile Casual genre against these big Publishers
- How to build openvr on linux?
- Where to begin?
- Multiplayer server Architecture - Design questions
- Pc App to count the time you use certain Software/exe?
- Help for an assignment
- Need advice for a protagonist/hero for a fighting game
- Advice about getting feedback for my game
- First things to teach about game making?
- Why do game developers use UDP/TCP ports that are not open by default?
- How long does it take to develop a polished match 3 game by a solo developer?
- First devlog for my Dumpster Diving game!
- Frame-by-frame vs skeleton animation
- I don't have enough fate in my game's Writing...
- How to make the character jump using rb.AddForce in Unity?
- Soundtrack Sunday #267 - Catchy Beats
Walk cycles are hard - so I made a quick cheat-clip. Hope it's helpful Posted: 10 Nov 2018 12:57 PM PST |
[C++] Open source pokemon battle engine Posted: 10 Nov 2018 11:53 PM PST Video here Link to the github project. I wrote a powerful mini library called Swoosh that makes screen transitions a thing of the past. It's real easy to make complex transitions like you might see in pokemon. So I set out to make it. Swoosh also comes with easing, math, and action list utilities. In fact action lists make up 90% of the pokemon battle routine and it feels just like the GBA experience. This project is for educational purposes and to demonstrate just how polished your apps can be with swoosh. I had a working build in under 24 hours. It took me less than two weekends to add all the content. Feel free to fork, download, learn, and use the source for your commercial or hobbyist creations! [link] [comments] |
Lucas Pope discusses the making of Return of the Obra Dinn Posted: 11 Nov 2018 09:25 AM PST |
Crafting meaningful sales projections? Posted: 11 Nov 2018 07:18 AM PST Like a good indie gamedev, I'm tying to get better at the business modelling side of what we do. Not only is it helpful in pursuit of funding, but it helps us ground our cash flow in reality so we can identify gaps where we might need to pick up some consulting or work-for-hire. One aspect of this I'm trying to improve is sales projections. Obviously there is a LOT of art to this given the nature of games (no surefire recipe for success), so we try to create a Conservative projection and an Optimistic projection. There's probably a third tier (Worst Case) but I'll ignore that for now. What tools/approaches do you use for sales projection? Do you reverse engineer sales figures via SteamSpy? Do you have some favourite Gamasutra article? Do you have a favourite technique for estimating your long tail? What about non-Steam? Are there good case studies for sales numbers for Switch/ID@Xbox/iOS/Android? Has anything been written about how these platforms perform in terms of sales but also in terms of behaviour? I know about talks like Mike Rose's GDC 2018 talk on Steam but I'm especially hungry for some details on iOS/Android and Switch/ID@Xbox - especially case studies I can craft conservative and optimistic (and worst case) sales projections around. Modelling on similar games isn't best practice, but it provides some reference points that is better than taking a stab in the dark. I've been Googlin' around, but most of the information I'm finding is vague or out-dated, so I'm curious what data other indie devs are pulling from, if any. Bonus Question since I'm here anyway: What is the platform revenue split for ID@Xbox and Nintendo Switch? 30%? My Google fu is failing me this morning. [link] [comments] |
Are we the only creative industry that has made the players the pop stars? Posted: 11 Nov 2018 05:36 AM PST |
Is it ok to have 70 characters for a fighting game? Posted: 11 Nov 2018 11:05 AM PST I was just curious if this would be acceptable or not. Unless I make it a 2v2 player style game like combining two characters together so each player the person chooses for each character it would be two characters together each so say you select the ninja character, it would be two ninjas together as one against two other opponents (say two clowns) which could help reduce the roster number amount? [link] [comments] |
Blender 2.8 Hardsurface Addon Fast Carve Update Posted: 11 Nov 2018 05:42 AM PST |
Can Indies compete in Mobile Casual genre against these big Publishers Posted: 11 Nov 2018 07:39 AM PST Hello, I'm an indie developer working on my first casual mobile game. I typically scan the top free games on my iPhone to download the latest casual games to get inspiration for games, design and overall user experience. A week ago I downloaded a game called "Stickman Hook", developed by MADBOX; you are this little dude that swings around from left to right to complete levels. It is super basic, not original by any means, but is on the top of the charts so I downloaded it to check it out. a few days later I go back on the App Store and I see a new game called "Swing Star", by GOOD GAMES (a pretty big publisher). It is essentially the same game, with different graphics. Now this thing happens all the time, but it happened so quickly I wanted to investigate a bit. Swing Star had been published 6 days ago, and Stickman Hook published about a month ago. The most logical explanation is MADBOX put there game out, it did really well, GOOD GAMES saw this, and rushed to put out a copy cat game within a few weeks. Since GOOD GAMES is a larger publisher they have the resources to push their game to the top (which it currently is on the U.S AppStore). How do you compete with that, when you don't have the resources to do so? I definitely think MADBOX had some sort of resources for advertising to get their game to the top, but they are losing a percentage to GOOD GAMES which sucks for them. I can't fault GOOD GAMES, I mean it is unethical, but it is business. They saw an opportunity and snatched it up (if my theory is correct). This whole situation just worries me. As an indie dev, I don't have the resources to compete with these guys. I wanted to try sending my games to these big publishers to try to get them to publish my game, but what is stopping them from ripping my game if they choose to. Additionally, I have sent information requests to 8 of the top mobile publishers (including GOOD GAMES) trying to get more details about the process of working with them. that was a month ago and I haven't heard anything back. I get it, why waste there time if I'm not sending them a game, but it doesn't inspire me to want to work with them. I'm not trying to hate on these big publishers. In the same situation I would probably do the same thing. I'm just curious if there are other indie mobile developers who have faced similar challenges. [link] [comments] |
Posted: 11 Nov 2018 12:12 PM PST |
Posted: 11 Nov 2018 11:59 AM PST I have an interest in video games and would like to make one myself. I'm learning modeling in blender and can make simple and somewhat complex models. Other then that where do you start and is there a guide to coding, animating, world building etc.? [link] [comments] |
Multiplayer server Architecture - Design questions Posted: 11 Nov 2018 02:58 AM PST Hi, I'm in the middle of creating an RTS/MOBA hybrid game, and I want to add multiplayer gameplay. I've spent several days reading on how to transfer the logic from my client to the server, but I wanted to ask people who actually developed something similar and try to help me figure some things out. I'm trying to create my backend logic as generic as I can, so if I need to add more constraints in the future, it'll be an easy job. My meaning is this - let's say, I want to change some unit's attributes or add more types of events and units to my game. I'm building a server/backend logic so that I could just "configure" them as new elements in my code with minimal "Architectural" or gameplay change. So I thought to create something like this: My server will hold several types of entities
number 4 is the thing I'm trying to keep as generic as it can be. I want to be able to add and remove constraints for each unit easily, so if I need to balance the game, I could just change some values in my configuration and run it again. I'm ignoring AI for the moment. I know it will be a lot more difficult, and I'm trying to figure out how to make it as easy as I can do it. But let's ignore it for now. Did I miss something? Should I break it down more? any suggestions regarding my idea? [link] [comments] |
Pc App to count the time you use certain Software/exe? Posted: 11 Nov 2018 11:36 AM PST Hi everybody , i was wondering if there is any software that keeps the counts of the time you use certain software or application, in a similar way wich Steam counts how many hours have you played your games. ie , Photoshop.exe / 60 hrs Any help will be appreciated , thanks ! [link] [comments] |
Posted: 11 Nov 2018 11:32 AM PST hey guys, i understand this isn't really related, but i really need to do an interview on someone who's a "professional" in a career field we are interested in. I'm a freshman CS major, and i've recently gotten into working on games. Is there anyone who could help with an interview that would take max 20 minutes, and we could do it by discord skype or phone whatever works best for you. The only requirement is that you can't be an Undergrad. [link] [comments] |
Need advice for a protagonist/hero for a fighting game Posted: 11 Nov 2018 11:28 AM PST What would be some good ideas and inspiration I can use for a hero/protagonist character for a horror themed fighting game? [link] [comments] |
Advice about getting feedback for my game Posted: 11 Nov 2018 11:15 AM PST I need to get game play feedback for a game which I'm working on. I already have a blog on Gamedev.net, but that does not seem to be a good place to get beta testers. I'm think of posting it on itch.io and then creating a subreddit here, so player's can post their feedback. Do you think this is a good idea? Anyone have any other good suggestions? [link] [comments] |
First things to teach about game making? Posted: 11 Nov 2018 06:49 AM PST Hi, I'm making a comic about game development. What are some game making topics/tips that you would give to beginners? [link] [comments] |
Why do game developers use UDP/TCP ports that are not open by default? Posted: 11 Nov 2018 10:31 AM PST |
How long does it take to develop a polished match 3 game by a solo developer? Posted: 11 Nov 2018 06:42 AM PST something in this style: https://play.google.com/store/search?q=match3&c=apps A month at 40hours/week work? Few months? A half of year maybe? Assume that art and sound work is outsourced. EDIT: looks like i found my answer: https://www.reddit.com/r/gamedev/comments/2hfzqs/how_many_hours_would_a_match_3_game_take_to/ [link] [comments] |
First devlog for my Dumpster Diving game! Posted: 11 Nov 2018 10:19 AM PST |
Frame-by-frame vs skeleton animation Posted: 11 Nov 2018 10:06 AM PST Hello! I'm trying to understand the best use cases for frame by frame vs using a skeleton/bone/puppet animation. If you combine them, in what cases do you do that and how? I'm comfortable drawing, have very limited experience with animation, but am entirely new to game dev. Currently working with a couple of devs to create art for a simple, sidescroller type game and doing a lot of research, basically looking for your insight on this question. Thanks! [link] [comments] |
I don't have enough fate in my game's Writing... Posted: 11 Nov 2018 09:53 AM PST So, I have a fear that there might be plot holes that I won't recognize until it's too late. So I was thinking about making my games cut-scenes without dialogue. (For Example, Like the in-game Cutscenes in Sonic Mania) I figure this could help me avoid this. But I also feel like I could be losing details and quirks about my Characters in the progress. So I'm conflicted about this. [link] [comments] |
How to make the character jump using rb.AddForce in Unity? Posted: 11 Nov 2018 05:03 AM PST |
Soundtrack Sunday #267 - Catchy Beats Posted: 10 Nov 2018 08:47 PM PST Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves! Basic Guidelines:
As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate. If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome! [link] [comments] |
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