• Breaking News

    Sunday, December 30, 2018

    I just released this Free Sound Effects library...

    I just released this Free Sound Effects library...


    I just released this Free Sound Effects library...

    Posted: 30 Dec 2018 04:57 AM PST

    Hello everyone! I would like to inform that I have just launched this royalty-free sound effects library that has some files that may interest some people on this subreddit.

    It's starting with a relative limited amount of sound effects (all carefully crafted, though) but hopefully it will grow into something great. Available as a Free and Pro version at: https://sinewavelab.com/sound-effects-library

    Thanks!

    submitted by /u/MLNobre
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    I developed the simplest competitive fighting game (Free and Open-source) and it's pretty well received in fighting game community

    Posted: 30 Dec 2018 08:18 AM PST

    Several months ago I wanted to practice programming in Unity and came up with the idea of super simple fighting game with minimal control (and graphic) but retain the fundamental feeling of the genre (spacing, hit confirm and whiff punish)

    The game is called FOOTSIES

    Detail: https://hifight.github.io/footsies/

    Trailer: https://www.youtube.com/watch?v=Q_9kf5sv7Z0

    Source: https://github.com/hifight/Footsies

    Even though the game is very simple, lot of players from different fighting game community like the game and even run a tournament for this game. Here are some tournament footage

    https://twitter.com/Keikunnnnn_/status/1018486329754247168

    https://twitter.com/Chris_g_wall/status/1022985500154621953

    The game is (obviously) heavily inspired by Street Fighter, not only on the concept level but also how frame data, hitbox/hurtbox work as well. Thanks to https://sfvsim.com/, which helped me understand how game like Street Fighter V store and execute character action data. With this, I was able to replicate the feeling of Street Fighter while keeping everything as simple as possible.

    Hope that this concept and source-code can give some people an idea.

    Feel free to ask if you have any question ^^

    submitted by /u/HiFight
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    If an amateur wants to create games, there are free and accessible tools such as Unity, Godot, Game Maker, and more. For art there are paint.net, aseprite, GIMP, and more. For sfx there is audacity, wave pad. But for music making there is... nothing?

    Posted: 30 Dec 2018 10:42 AM PST

    Is there any easy-to-use, free and accessible music making tool out there?

    I was thinking about this the other day and it seems like for almost every aspect of amateur game making/design (coding, 2D art, 3D, sfx), there is a tool that fulfill those requirements. Yet there seems like no such software for music making.

    The current music software is either premium or not accessible, usually both.

    Anyone remembers the mario paint composer? I wonder why there isn't something akin to that nowadays: A simple tab where you can drop notes from some types of digitized instruments, set a bpm, copy and paste some measures and have a simple tune finished like that.

    If you have any recommendations those would be very much appreciated. At this point accessibility is more important than price. Lately I have been playing with Guitar Pro and it is decently easy to use, but their sound banks are rather disappointing.

    submitted by /u/BestMomo
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    CToy - an interactive C99 coding environment

    Posted: 30 Dec 2018 03:24 AM PST

    I didn't create this, but ran into it today: https://github.com/anael-seghezzi/CToy

    In the words of the developer:

    Small, simple, no bullshit. Write cross-platform C code and see the result immediately. No installation or compiler required, download (~2mb), unzip, run CToy and play. Ready for Windows 64 bit and MacOSX 64 bit (linux in progress). Ideal for games, image processing, teaching, prototyping...

    Does what it says on the box! Reminds me of the fun I had learning to program as a kid, in Basic on the C64 and PCs running DOS in the late 80s and early 90s.

    Essentially, it's a C compiler (TCC), with a few useful libraries included (OpenGL, OpenAL, image processing, math, inputs, and a standard init-loop-end game loop), which recompiles automatically when you save a file. Apparently also supports compiling to JS via Emscripten (haven't tried that yet myself though).

    submitted by /u/DangerousSandwich
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    AI Development: Reinforcement Learning (RL) & Deep RL Tutorial With Sample Codes/Demo

    Posted: 30 Dec 2018 07:03 AM PST

    There are many RL tutorials, courses, papers in the net. This one summarizes all of the RL tutorials, RL courses, and some of the important RL papers including sample code of RL algorithms. It will continue to be updated over time. It may be beneficial for everyone.

    https://github.com/omerbsezer/Reinforcement_learning_tutorial_with_demo

    Extra: LSTM and RNN Tutorial with Demo (with Stock/Bitcoin Time Series Prediction, Sentiment Analysis, Music Generation Projects).

    https://github.com/omerbsezer/LSTM_RNN_Tutorials_with_Demo

    submitted by /u/obsezer
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    Are there alternatives to polygons for rendering?

    Posted: 30 Dec 2018 09:28 AM PST

    --edit: I'm still open for suggestions, but the rest of my sunday will be researching metaballs!

    original post

    I'm planning on making a game that has 100% generated art. The art doesn't need to look great, but I'm wondering if there is something I can do besides creating thousands of pairs of vertices and UVs. An old stack overflow question had an answer that mentioned the game ballz which used spheres instead of polygons. The first problem I have is that I don't know what that means or how I get started rendering something other than vertices, uvs, and surfaces through something like godot or unity.

    I want to use whatever technology is best suited for this task, whether that'd Unity3D or some C graphics library that uses shapes instead of vertices due to hardware limits of older times. Ideally I'd like to be able to specify points that form lines and segments and then also have another value to control the shape. So (0, 0) to (0, 1) would be a line segment and then a separate value would control the radius of the ellipse between those 2 points.

    I know I could do something like that with a high level engine and a spline tool, but I'm wondering what is best suited for this. If learning the math for generating simple models with tons of vertices and uvs is the way, I'll do it. But I am lacking a lot of requisite knowledge and am seeking direction.

    submitted by /u/Tomnnn
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    Should i code my game completely in c++ or use game engines?

    Posted: 30 Dec 2018 08:26 AM PST

    So i built a game using a uni engine(which was crap) and have an idea for a small 2D game but not sure if i should code it completely from scratch or use unity? unity is easy to use but doesn't help me practice my code as well or learn physics of game. Any advise?

    submitted by /u/TheLastAvengerGamer
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    Similar Art Style Question

    Posted: 30 Dec 2018 05:35 AM PST

    If someone made a game that used rubber hose style animation, would the public perceive it as a rip-off to Cuphead? The gameplay would be different, it would just use the rubber hose style animation. I know people on this subreddit are going to know the difference, your game developers, but what do you think the public's perception of the game would be? Be honest, like really think what if people would consider it a rip-off, even if it was a different genre, but had the same style.

    submitted by /u/Rit2Strong
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    Are GameFreak reusing code when creating remakes?

    Posted: 29 Dec 2018 11:29 PM PST

    Changing the graphics, adding and removing some features, bug fixes and optimization.

    Or do they rewire everything from scratch paying attention to the old games.

    I mean in particular the plot, game data, places and wild encounters, text and game progression.

    Other code reuse is pretty much a given.

    How does it work?

    I got curious, is there some Yellow code in Let's go Pikachu for example.

    You can get as technical as you would like. educated guesses are of course fine.

    submitted by /u/lalerion
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    Good Engine to make old-school graphics games?

    Posted: 30 Dec 2018 11:50 AM PST

    I wanted to make a game (either an RPG or an FPS) with a relatively simple 3D graphical style. Something akin to Alpha Prime or Doom 3. Unity could work, but any other options?

    submitted by /u/SpaceJoker13
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    Language / Tool suggestions

    Posted: 30 Dec 2018 11:13 AM PST

    Hey r/gamedev!

    I'm a web developer by trade that actually got into programming through game scripting as a kid. I'm wanting to spend some free time on simple 2d sprite based games, but don't know what to use.

    What language or tools should I look into for building sprite based, 2d, online, in-browser games?

    I know I could spend time googling this myself, but suggestions would be nice. Thanks

    submitted by /u/Spookytheboy
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    Blender 2.8 UI New Widget and Y-Axis Flip

    Posted: 30 Dec 2018 06:40 AM PST

    GarageBand, Apple Loops

    Posted: 30 Dec 2018 10:06 AM PST

    If I was to throw together something that sounded cool or catchy using the premade Apple Loops in GarageBand, would that be considered acceptable to use in my game?

    submitted by /u/bosscat905
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    I can't figure out how to skill up Santa in the game.

    Posted: 30 Dec 2018 05:28 AM PST

    Now I am developing a game for the New Year mood (Santa Santa, where are our gifts?). This game is casual and simple on mobiles, in which Santa has to run and collect presents.

    Current mechanics: by swipes in four directions we say where to run to Santa.

    I plan to add different modes to the game, but I can't think of skills for Santa.

    Now there are two main game modes:

    1. Collect all (100) gifts in the city as quickly as possible. The faster, the more stars you get.
    2. As much as possible to collect gifts in 2 minutes.

    I would like to somehow skill up Santa to make the second mode (and first) easier.

    Tell me ideas;)

    https://i.redd.it/zl2857eb5f721.gif

    n

    submitted by /u/zelderus
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    Limit on the number of polygons in a static scene (Mobile)

    Posted: 30 Dec 2018 09:07 AM PST

    Hi! I am making a board game and I need it to run on mobile platforms as well. Is there any limit on the total number of polygons that can be displayed in a scene? If so, what other factors should I consider for running the game on a mobile?

    submitted by /u/unity_unity
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    Legality of using an open source engine?

    Posted: 30 Dec 2018 09:05 AM PST

    I'm looking at PixiJS at the moment and I want to know if I went through with it and actually built a marketable release would I just have to credit the developer for the engines use our is there more to it? The website states that the engine will always be free and opensource but I just want to make sure I do this right before getting too invested.

    submitted by /u/November_Riot
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    Where should I start to learn to develop this 2D simple game?

    Posted: 30 Dec 2018 08:48 AM PST

    Hello everyone, I am 3rd grade computer science major that just finished learning about C++ so I know the language. I want to code a 2D game that I saw online. Its called fireman. Its an old flash game and I thought learning to code this might be really helpful to me. https://www.twoplayergames.org/play/31-Fireman_2.html this is the link. Would anyone know what is a good tutorial for a game like this? I saw some tutorials for snake and pong and such but i don't know if it would apply to this game too. I know some AI so I can code things like A* for this game but still don't know where to start. I don't want to use an engine because I am mostly doing this to improve my coding skills

    Thank you.

    submitted by /u/OgiciBumKacar
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    is there a speedtree equivalent for other types of things, like cars, or houses/buildings, or roads/civicial structures? Basically, are there other highly specialized modeling programs that are specifically amazing at their respective thing?

    Posted: 29 Dec 2018 09:52 PM PST

    I really want one for buildings and roads.

    submitted by /u/rreighe2
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    Help!

    Posted: 30 Dec 2018 08:04 AM PST

    uhhh am i stoopid or have i done something wrong? i'm working with the unityEngine 2D and i have a sprite with the Rigidbody2d component attached. My ground, a png, has the 2d boxcollider attached (is trigger is not checked) i want my character to be able to stand on the ground, but it just falls through. any ideas?Character Inspector and Grass Inspector.

    EDIT: FIXED!

    submitted by /u/Drevora
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    Is there a reason why HTML5 game development does not seem popular?

    Posted: 29 Dec 2018 11:17 PM PST

    To clarify, it would appear that anyone who does serious game development focuses on using Unreal Engine 4 or Unity 3D. In other words, I rarely hear much about HTML5 game development using game engines such as Phaser 3. Is there a specific reason why? I know that HTML5 game developers exist and I know that you can make not only websites with HTML5/JavaScript, but also nice 2D games using Phaser 3 (which can be ported to mobile with Cordova). Long story short, you can find so many tutorials for things like UE4 or Unity but it's quite tough for HTML5 (Phaser 3/JavaScript) etc. Thoughts?

    submitted by /u/EpicKingdom_
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    How & where can I create such gifs? (The green glow behind the cards)

    Posted: 30 Dec 2018 01:59 AM PST

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