• Breaking News

    Friday, December 28, 2018

    I was making a study on fighting games and my AI actually managed to corner me for a little bit, I don't know how to feel about this, huh

    I was making a study on fighting games and my AI actually managed to corner me for a little bit, I don't know how to feel about this, huh


    I was making a study on fighting games and my AI actually managed to corner me for a little bit, I don't know how to feel about this, huh

    Posted: 28 Dec 2018 05:23 AM PST

    Here is what we came up with after 1 m. of work - New HUD

    Posted: 28 Dec 2018 07:25 AM PST

    What is your secret trick to look low poly graphics better? I tried setting gradient skybox material and gradient color ligtning, tried different shaders but it always feels like something wrong with scene appearence. I'm not an artist and i do stuff with purchased assets from assets store.

    Posted: 28 Dec 2018 01:06 AM PST

    Im about to release my game, curious as to what you had to patch in or what you forgot to do before release?

    Posted: 28 Dec 2018 05:21 AM PST

    My game will be released at the end of January and I am concerned that I might miss something that I haven't thought of.

    Any devs care to share their experiences? What, if anything, was your first patch or your "oh crap! *Facepalm" moments?

    As this will be my first commercial release, I really want to avoid as much as possible smashing my face against the keyboard if I can help it 😝

    submitted by /u/SquidMonkeyStudios
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    First four years as a solo developer working on an ambitious 3D PC multiplayer game and custom OpenGL/Vulkan/C++/Lua engine. Hopefully less than four years still to go!

    Posted: 28 Dec 2018 12:01 PM PST

    The EU Will Award EUR 3,78 Million To Game Developers in 2019

    Posted: 28 Dec 2018 07:43 AM PST

    PS2 Intro sequence recreated in Unity3D

    Posted: 28 Dec 2018 11:44 AM PST

    A publisher wants to publish my game - what should I know before I say yes?

    Posted: 28 Dec 2018 10:18 AM PST

    Hi guys.

    My team's beta version of a game has been on Google play store for a little bit more than a year, and we made it to 500,000+ downloads with no publicity at all. It is free for now, though we want to release the full version with a small price. We are nearing the finish line on the project, but we still have some work to do - It will come out during 2019.

    A publisher with some very successful games (5+ / 10+ million downloads in google play, top games in the charts) sent us an email where they said that they would like to talk to us about potentially publishing the game. all their games are free to play and have a huge amount of downloads.

    We would like to talk to the publisher, though we want to be ready for the conversation. Plus, we have some concerns about whether we should really cooperate with them.

    - What does publishing involve?

    - What cut of the money do publishers usually get? or does the publisher usually pay you for the game and just buy it off from your hands?

    - How will it benefit us - will it make us more known as a company and help us in the future? (it is our first game and we plan to make more)

    If you have any advice or answers to questions I have not asked, please feel free to write whatever you can from your experience to help us understand what we are up against.

    submitted by /u/shigidyswag
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    Mobile game resolution?

    Posted: 28 Dec 2018 09:37 AM PST

    Hey, I was wondering what's a safe resolution or ratio to design portrait oriented mobile games to be released on IOS and Android? 640x960 still good practice?

    submitted by /u/ShackShackShack
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    Upgrading my project to Unity 2018.3, Wish me luck.

    Posted: 28 Dec 2018 10:34 AM PST

    I want to make use of the features in Unity 2018.3 in a project I have worked on and off on for nearly a year now. I have backed up my project files consistently over the course of development. I just made 1 more back up there and have opened the original in 2018.3. wish me luck that this doesn't break everything!

    Edit: It broke everything. I have 30 errors about Plugin / Package conflicts.

    Edit2: the conflicts seem to only be form Text Mesh Pro which became a unity Package not an Asset store asset.

    Edit3: I tried re importing TMP, this broke the game in a spectacular way. Kind of like a Bethesda game on launch. I've decided to just roll back to 2018.1 where the project was last opened.

    submitted by /u/ThefitzyG
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    Places to check out cool low poly art?

    Posted: 28 Dec 2018 08:38 AM PST

    I have been looking for places to check out cool low poly art, but I can't really find any. r/lowpoly is not that big, and I really don't mean to diminish anyone, but most of the work posted there is really not that great.

    I'm a great fan of synty studios and I'm trying really hard to find similar work to theirs, but I really have no clue where to look.

    I hope someone could help point me to some cool places.

    submitted by /u/clungeplunger42069
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    Fighter Combo Input

    Posted: 28 Dec 2018 06:54 AM PST

    Does anyone have any tips for recording input such that it would be useful for Combos like from Street fighter or MK?

    Each frame I take a new snapshot of the input state and move the current snapshot to 'prevSnapshot'

    What information is recorded to be able to detect the combos? In particular I am confused about the combos that require the player to 'sweep' the joystick.

    submitted by /u/eightvo
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    Anyone else notice a surge in gatekeepers as more and more people start making games/coding?

    Posted: 27 Dec 2018 04:22 PM PST

    I've been coding and making games for the past 6 years, and recently I've noticed there have been a lot of new people to coding and game making through school outreach programs and the Anyone can code movement. The issue with this sudden wave of new people in my eyes is that a lot of the coding taught in schools is very basic, but it is being played off as highly advanced. From personal experience, this teaching technique does help get people more into coding, but it also creates a bunch of self righteous beginner coders who think they are very advanced. I like to work on whatever project I am currently on during my breaks at school or during free time in my classes, and I have been approached on numerous occasions with people telling me, "Why the f*** do you use visual studio that things garbage.", "Unreal is so much better than unity and c++ is 1,000,000x better than c#", etc etc. After I would question them about it, most of these people that give these strong opinions about languages or engines or ide's tend to be either very new to game dev. or coding, and all of them had absolutely no work or projects they could show me that they completed. This is a personal experience of mine, but it is very annoying to see so many people gatekeep this awesome activity, and I was just wondering if anyone else is experiencing this mass gatekeeping.

    submitted by /u/Bip_03
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    After 2 months development with 9 team members I think we are finally ready to launch our game. What do you guys think of the gameplay?

    Posted: 28 Dec 2018 11:13 AM PST

    Is it better to create a game on RPG Maker or my own engine?

    Posted: 28 Dec 2018 08:02 AM PST

    Yes I am creating a JRPG but which would be more beneficial?

    submitted by /u/NoSureIfSane
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    First holidays in one and half year, decided to make a game during it. 6 days to make it

    Posted: 28 Dec 2018 05:54 AM PST

    Hello I'm Ben,

    I work as project manager in a VR studio, I studied game design 8 years ago and learned during this period the basics of Flash, 3DSMAX and Photoshop.

    My day work takes me 150% invested, I love it but I never stop thinking of it, even when I'm home.

    I'm 30 next May, and it may not talk to anybody but it's something big for me, like an edge. I feel like I'm currently on a road and I will join the highway in 6 months... I'm afraid to miss the opportunity to realize one of my biggest dream: create my own games...

    So I decided to take a week of vacation and make a game in 6 days with Unity. Something small and easy.

    I started the 25th and it needs to be finished the 1st of January.

    --

    Plot: You are the Director of a martian colony.

    You collect ressources and upgrade your buildings, sell your ore and receive diplomatic delegations or potential associates. You will also have to face Mars climat, sandstorm and possible problem an isolated base can encounter.

    Preview: https://twitter.com/Kaiirin/status/1077926726666211329

    --

    Here is the plan:

    Day 1 : Unity + Unity + basic GD

    Day 2 : Basic design + LD + basic UI

    Day 3 : Generic UI + building/evolution system

    Day 4 : ressources + event system

    Day 5 : test + tweaking

    Day 6 : menu + save + polish

    We are currently day 3.

    I try to post every 4 hours on Twitter : https://twitter.com/Kaiirin

    submitted by /u/kaiirin
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    C# Defines

    Posted: 28 Dec 2018 09:34 AM PST

    I used to use C++ and have defines in my main file like so...

    #define DEBUG_PLAYER 1

    #define DEBUG_ENEMY 1

    Then in each class, an #if that does something if I'm debugging that section. Was easy to get to or comment out a define if I was done with it. I know I can go into the properties of the project and add the constant there, but its not as easy to get to as my main file that's always open.

    Is there a way to use the same functionality with C#? Or am I stuck going through those constants in properties or put those defines in the individual files?

    Thanks

    submitted by /u/pjmavcom
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    Minimalist Art Styles: which kinds would you say are most resource-efficient while looking good?

    Posted: 28 Dec 2018 12:54 AM PST

    My focus is primarily on the (2D!) environment, but advice regarding characters is welcome, too!

    "Minimalist" is a broad description. Thomas Was Alone's art is minimalist. Nidhogg (1) is another example. So is Limbo's art, albeit more complex by comparison. Yet, each is very different from the others.

    My question is two-fold:

    • What art style would you suggest to a one-man team with a beginner's skill at drawing?

    • What art style would you suggest to a team with one or more dedicated artists, who can draw and paint but have little to no experience with working on games, and only a little more experience in general? The goal here is to minimize the time needed to create it — GRIS's art style, for instance, would be within the artists' abilities to replicate, but it would be a slow process. Something that requires less resources is desirable.

    (Notice the emphasis on art style.)

    Pixel art or not is irrelevant. Everything goes. Pixel art goes, but is less preferred. The only main condition is that the style looks good. IMO, all of the three games I mentioned above achieve this, though some more than others.

    Since there may be no right or wrong answer, I've flaired this as a discussion post.

    submitted by /u/Sib3rian
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    Which VISUAL NOEVEL editor is easiest to customize the UI and graphic/gameplay components?

    Posted: 28 Dec 2018 08:23 AM PST

    I'm primarily a storyteller, designer, and animator who wants to put together an interactive adventure. I've looked in to the interactive novel world and there are quite a few tools; most notably Ren'py, TryanoBuilder, Visual Novel Maker, and Twine.

    My biggest issue with these programs is that the output looks exactly the same. I get that's the style of interactive fiction but I really want something somewhat different. As a by-day web designer I'm very particular with aesthetic and how buttons, links, and menus work. How hard is it to craft an entirely different looking UI that I've mocked up (I don't just mean different button images)? Are any of the programs better than the others with customization?

    I was really hoping to not be sidetracked with a ton of coding and learning software, because I do know that I can make anything if I just learn the tools. However, I'm primarily a storyteller and would love to just focus on the characters, writing, and animations, then connect them with a UI I've designed.

    Thanks for your time!

    submitted by /u/HawkeyeHero
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    Adaptive GUI + Manual Settings = Developer Tears

    Posted: 28 Dec 2018 12:07 PM PST

    Playing around with procedural isometrics in GMS2

    Posted: 28 Dec 2018 11:59 AM PST

    How to build up a Twitter following?

    Posted: 28 Dec 2018 11:50 AM PST

    My (pixel) art is sub-par at best, but I can see myself improving quickly and hopefully I'll be comfortable showcasing my work as finished piece rather than posting it asking for help.

    I'm no-where near close to releasing any games, but I still think it would be good to build up a following. From what I've seen, the best way to do this is through Twitter. The only problem is, I have no idea how to do this.

    Do I just start posting stuff? Or are there better ways? I'm in high school, so I'm not in a rush to do anything, and I have my English Literature GCSE in April/May and the rest of my exams a year after, so I'm trying to keep everything as non-commital as possible.

    If you have and pointers or advice regarding this, I'd greatly appreciate it. Thanks!

    submitted by /u/SpeedyTurtlez99
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    Free Game Advertising

    Posted: 28 Dec 2018 11:48 AM PST

    Hello r/gamedev!

    I have a web app that is getting roughly 500 views a day, and have no worthwhile way of monetizing it, so i've elected to give away free advertising space for your projects/lesser known games.

    I know it's not a whole lot of traffic, but I thought it would be cool to do regardless, and think there is a lot of games here that deserve some recognition.

    If you are interested, please message me your your website/game url and an image that you would like featured. I will choose a few each month and put them on rotation. The website is games related, it can be seen at https://fallout-76-map.com

    Thanks!

    submitted by /u/RusskiePotato
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