Game graphic tips, free side-scroller kit and more! (by Cyangmou, links in comment) |
- Game graphic tips, free side-scroller kit and more! (by Cyangmou, links in comment)
- How did your Steam early access sales compare to your v.1.0 release?
- Do UVs matter for colored materials with no texture?
- What are the best 3D character creation tools besides UMA?
- PSA: Music Makers, Cakewalk Sonar Platinum is now free.
- Multiplayer game - players online to all active players relation
- Color loss due to Refraction Underwater (Real World Video); Interesting thing to keep in mind when Designing Underwater Art and Effects.
- I'm a video games marketer and I've decided to start sharing my know-how. Here's my first video - Video Games Marketing 101: Hooks
- I'm looking for space battle music for my game's trailer. Any suggestions?
- Something between Godot and Löve
- So I've been developing my game for the past three months and here's what I've taken from the experience...
- What CS/game dev courses do you feel have been the most useful to you in your career?
- Brightcrowns wishes you a Happy and Creative 2019! #brightcrowns #Happy2019 #FelizAnoNuevo2019 #indiedev #GameDev
- Looking to further my knowledge of C++ through game development
- How to get a remote job working as a game dev
- How we wanted to release the XMAS game for Christmas Part 1
- played any cool AR narrative games lately?
- On older games, are textures actually designed at such a low resolution or are they compressed?
- Should Indie Devs Write Game Proposals?
- Limited Free Season Pass at Launch. Good Idea?
- Good references/resources for the technicals of 3D modeling?
- Thoughts on taking game/story idea from other media?
Game graphic tips, free side-scroller kit and more! (by Cyangmou, links in comment) Posted: 31 Dec 2018 03:41 AM PST |
How did your Steam early access sales compare to your v.1.0 release? Posted: 31 Dec 2018 09:49 AM PST Hi everyone! I'm sending my first game into early access soon. I'm nervous and I'm wondering what to expect. Right now I would just like to have some more players giving me some feedback. But ultimately I would need to sell several thousand copies for my time and money spent on development to have been worthwhile. So I'm kind of hoping I'll have a modest early access and then a much bigger final release. For those of you who have gone through early access, did you have a manageable community during early access? And did your sales increase significantly after leaving early access? Or is early access the only visibility bump I'm going to see, and I should advertise the early access release as much as possible? [link] [comments] |
Do UVs matter for colored materials with no texture? Posted: 31 Dec 2018 11:10 AM PST As the title says, I'm working on some low poly procedural model stuff. The colors on the models are from materials that are a single color with no other texture. Can the UVs for my model all be 0,0? I was banging my head against the wall trying to understand how uv maps work because I couldn't find anything that didn't discuss then in terms of mapping a texture. But now I'm realizing I might have been confusing UVs with normals and I might not have to mess with UVs if my line of thinking is correct (which it obviously isn't because I confused them with normals...) I was about to implement marching cubes for my project so I wouldn't have to think about vertices and UVs, but with my slightly better understand of what marching cubes does, I would have the same UV related issues of not knowing how to calculate them. If I'm making simple geometry with solid unlit/ self lit material, can I ignore UVs completely? As a related follow up question, what do people normally do for UVs for procedural generation? I struggle with understanding how an array of pairs of values from 0 to 1 map an array of vertices to a texture. I can research that part, but I'm guessing procedural generation won't be mentioned in any articles I come across. [link] [comments] |
What are the best 3D character creation tools besides UMA? Posted: 31 Dec 2018 10:22 AM PST Preferably free. Would love to hear what options are out there. Low poly, high poly, etc. Edit: I mean ones that basically have templates/presets that you sort through. not that you build entirely from scratch [link] [comments] |
PSA: Music Makers, Cakewalk Sonar Platinum is now free. Posted: 30 Dec 2018 07:46 PM PST Bandlab bought Sonar from Gibson in 2018 and not only have they given it away for free, the Sonar team is still developing it. They are improving it. They haven't given us the VSTs yet, but there are hundreds of free ones and plenty of really good ones for cheap. I know it has a steep learning curve but its pretty solid and compares with the best of them and better than most. For info check out r/Cakewalk [link] [comments] |
Multiplayer game - players online to all active players relation Posted: 31 Dec 2018 06:06 AM PST Hi I'm trying to estimate server capacity and costs for my future multiplayer game. Can you help me validate the relation of players currently playing to total number of active players ? Let's assume we have 10000 active players, which plays every now and then. How to estimate how many of them would play concurrently ? Of course that number may vary depends of hour, but I need only raw estimations. I've read somewhere that we have to prepare servers for 10% of active players, so server should be able to manage 1000 concurrent players. Is that true ? Can you share your thought about that, or give me some real numbers from your games ? I would be grateful. [link] [comments] |
Posted: 31 Dec 2018 08:43 AM PST |
Posted: 30 Dec 2018 03:11 PM PST |
I'm looking for space battle music for my game's trailer. Any suggestions? Posted: 31 Dec 2018 09:56 AM PST I've searched around, but the songs either don't fit the game or they cost money to use. Does anyone have a specific website or song in mind? (I prefer 8-bit and not too repetitive.) [link] [comments] |
Something between Godot and Löve Posted: 31 Dec 2018 05:22 AM PST I'm currently finishing up my first game in Godot (2.1) and start to look forward to new projects. In the past I tried Godot (3.x) and Löve. Godot (3) seemed abit overwelming and Löve misses some keyparts for me to work in it. Is there any middleground you could recommend? [link] [comments] |
Posted: 30 Dec 2018 03:08 PM PST The Difficulty of Making a Game: So, I've realized how grueling it can actually be in practice. Designing the Characters, Fine tuning the Story, Creating the Sprite Animations, Programming the game itself, Etc. Out of All the Things I've done in the past, Nothing compares to the difficulty of creating a game so far. Learning More about myself: I've changed my way of thinking so far, I've been up and down (and all around), I've shown myself that I'm able to actually get back into the grind after particularly bad times of Discouragement. I've also stopped caring about what people will think about my game. (And What People think In general), I've realized that my first published game won't be for audience's liking, It will be to my liking and mine alone. Let it flop if It has to, A long as someone likes it, I'm more than satisfied. The Overall Experience: Despite Being Hard to do, Learning how to make a game, Has been so far, One of my more interesting journies in my life. I've learned so much about one of my greatest hobbies. And the fact that I probably haven't even scratched the surface, Makes me look forward to the future. And most of the stuff I learned is thanks to this Subreddit community. (And Shaun Spalding of YoyoGames, Or more accurately, His YT Tutorials.) So...thumbs up to you guys. I can only hope I will be able to get to the point where I can start making the Alpha Build of my Project come next year. Here's Hoping. EDIT: I forgot to mention, I've decided totally go solo in my game development. [link] [comments] |
What CS/game dev courses do you feel have been the most useful to you in your career? Posted: 31 Dec 2018 04:15 AM PST Hi all, Looking for advice on what course to take in the next few days. I majored in psychology but managed to pivot into a career in software. I work with Unity and some back end stuff, all C#. I feel like there are gaps in my CS and game dev knowledge and was hoping to get advice on what gap is most crucial to fill. At college I've only taken an introductory programming course and another on data structures (in c++), and I have around 3 years experience with Unity (mostly side projects but 1 year with my company). I know a little about algorithms and big O, but haven't taken a full course on it. I have experience with SQL databases, web dev, and some mobile dev. Are there any courses you've taken that you feel are must haves? Thanks all [link] [comments] |
Posted: 31 Dec 2018 11:39 AM PST |
Looking to further my knowledge of C++ through game development Posted: 31 Dec 2018 11:21 AM PST It has now been a year since I have graduated school with a BS in Computer Science and I still feel like I can barely call myself an intermediate level C++ user. It has always been my dream to make video games so I figured it'd be best to start working on game dev projects as a motivator to improve my C++ knowledge and build a portfolio for future career prospects. I checked out the "Getting Started" section on the sidebar, but all I saw there was a recommendation to learn SDL. Is this the best starting point for my goals or are there other options that some experienced redditors would suggest? Regardless of what library, framework, and/or engine I end up with, I definitely plan on following some "paths to game dev" roadmaps and eventually make my own 2D games. I wouldn't mind getting my feet wet with 3D games as well but as a solo dev I don't think I'd ever be able to come up with polished enough assets to commit to releasing a 3D game myself. [link] [comments] |
How to get a remote job working as a game dev Posted: 31 Dec 2018 11:07 AM PST My country's currency is devalued, not because of economy, but because of politics. So I wouldn't mind earning some samoulinos instead of derakhems. How can I find a remote job as a game dev? Where are some good classified ads, except /r/gameDevClassifieds which is mostly programmers asking for artists? I want artists asking for programmer.s Should I have a LinkedIn Page? [link] [comments] |
How we wanted to release the XMAS game for Christmas Part 1 Posted: 31 Dec 2018 05:04 AM PST https://i.redd.it/o268wedl4m721.jpg Hello Reddit and all! I am not a native speaker, so there will be more machine translation, sorry. At the end of November, the thought came to us to make a new-year game. The idea was cool and bright. We got our build about cars game. And they decided to quickly throw New Year's mood there. Added the confrontation of the two sides. Good and evil. For good little Samaritans and naughty ones who do not like lumps in porridge and want to spoil everyone. The more your level - the more difficult / faster enemies. The basic idea is this: we collect gifts and throw gifts into the chimney or vice versa, we steal gifts from houses and deprive everyone of holiday. And progress is considered in 2 sides. At the start, you can write a letter to Santa Claus, and read other letters during the game :) We thought they would write all sorts of nasty things. The name of this XMAS RUSH: Snow, Race & Gifts. We much thought about the 3d models. we can faster to do it in the voxel. But Christmas trees and snow would not have been convincing, there was little time for conceptual fiction. Therefore, we began to model ... Everything was ready in about 2 weeks. We got friends with the results from the server. Drew illustrations, prepared models. Started playing with graphics. Added snow, reflections, effects. There are no pictures of the first variant, but before the colorization: https://i.redd.it/gpnn2es52m721.png After: https://i.redd.it/q0z1fv572m721.png We saw the gameplay. Somewhere a couple of days without a build. We decide to check what happened. Bam !!! And then began to lags. In the yard already on December 16. We have terrible friezes. We test as a rule on everything, cheap and top Droids, sixes and apples with a curtain. We connected an adaptive interface, but it started to go ALL crashed. Bugs start from the past code (we rewrote the game). We knew about the holidays at Apl. In the confusion, we tried to fix all the bugs. I had to remove a lot of functionality. And we came very close to December 23. (22 posted on the review). Resigned to the fact that most Californians have already gone for gifts. About the featuring generally keep quiet. We upload on the android, which was suspiciously long unpublished. https://i.redd.it/kbmnmc692m721.png All that we published, cut, something like no bugs, approved only on December 29. And everything seems to be already ... In the general bustle, we are left with essentially only the CIS. Yes, and in these 3 days it is difficult, as it is to stand out from the crowd. We tried very hard :) True. https://i.redd.it/zxc8bl8a2m721.png All that we were capable of so far, will agree on several publications that are likely to be after 2018. Selected group VK. Advertise a little vidos. Already 500,000 views. But the statistics of the transitions are not so comforting :) But the vidos seem to be cheerful. I can write what happened to the game after the New Year. But probably we will do something else :) We have a lot of cool ideas. I wish you all a happy new year and Christmas! Successes and achievements in the new year :) [link] [comments] |
played any cool AR narrative games lately? Posted: 31 Dec 2018 10:43 AM PST Hi everyone! What are some of the more interesting ways you've seen narrative used in AR mobile games lately? Or just narrative gameplay in mobile gaming? My friend Nick and I make AR mobile games. I'm the non-techie part of our duo and my background is in narrative storytelling. Nick has a super-mathematical brain and I love the way his talents translate into a mesmerizing gaming experience (check out NovaSnake if you're into AR). Ideally, we'd like to mix Nick's game dev skills with my storytelling skills and make our next AR mobile project narrative-driven. It is WAY harder to tell a story using AR, but I believe it can be done well. Looking for ideas/suggestions of stuff you've played recently. [link] [comments] |
On older games, are textures actually designed at such a low resolution or are they compressed? Posted: 30 Dec 2018 04:05 PM PST For example, stuff like Ocarina of Time, were the original textures designed in like higher res then compressed or drawn at the low resolution? [link] [comments] |
Should Indie Devs Write Game Proposals? Posted: 31 Dec 2018 09:03 AM PST Should indie devs should write game proposals? How many people can work on a game together before needing a game proposal? If you are a one-man gave dev, is it enough to keep all your ideas in your head or should you write a document? When writing a game proposal, what things should you (as a indie dev) include? Does this change when a publisher is publishing your game versus when you are publishing the game yourself? From the research I've done, one big purpose of game proposals (as there name suggests) are to show to other devs and publishers. However, if you are an one-person indie dev, there is no need for that. So, how different would/should the "game proposal" or game design document of a one-person indie dev look from traditional game proposal documents? Any help/guidance/comment would be appreciated :) + I don't really know if this is on topic, please tell me if you don't think it is. [link] [comments] |
Limited Free Season Pass at Launch. Good Idea? Posted: 31 Dec 2018 02:38 AM PST Indie dev. Going to launch a game in Steam. (tycoon) Just to ask fellow dev, i have an idea to include : Free Season Pass that come with
to boost the game early sales momentum. My question, as a 1st time dev : 2) possible con, that i might be missed. * any helpful tips to boost early sales are very welcome. thanks in advance. [link] [comments] |
Good references/resources for the technicals of 3D modeling? Posted: 30 Dec 2018 09:42 PM PST Can't really come up with the right words for the title, but I can explain what I'm looking for. Quick background, I'm an animation student, so I'm aware of all of the basics of modeling already. Just not the technicals; I'm looking for any good resources about how to make proper 3D models as would be found in the industry. I'm looking for the do's and don't's in creating them. My primary question at the time: when creating game-ready models, I've been told to make sure to try and keep all of the faces as quadrilaterals/4-vertex faces only (as much as possible), and to stay away from having any other vertex numbers on the faces. Something about textures, right? So it's much better/more correct to focus on proper poly formation, than being as poly efficient with the model as possible but resulting with various triangles in spots. ... I guess some references for texturing and proper texture prep would be helpful too. I admittedly don't know much about texturing other than some things about UV mapping. [link] [comments] |
Thoughts on taking game/story idea from other media? Posted: 31 Dec 2018 08:13 AM PST What do you guys think about taking game, story idea from books, movies and other places. Not an entirely copy like the Witcher series but some what around the main concept or goal of said book,movie. [link] [comments] |
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