• Breaking News

    Tuesday, January 1, 2019

    Hi, Everyone! If you working on an game that requires supermarket sound effects I recorded them with loads of background walla & cash register beeping. The library is free of charge! Happy New Year, Marcel

    Hi, Everyone! If you working on an game that requires supermarket sound effects I recorded them with loads of background walla & cash register beeping. The library is free of charge! Happy New Year, Marcel


    Hi, Everyone! If you working on an game that requires supermarket sound effects I recorded them with loads of background walla & cash register beeping. The library is free of charge! Happy New Year, Marcel

    Posted: 01 Jan 2019 06:40 AM PST

    Here are my Python/Pygame projects from 2018! (source in comments) \o/

    Posted: 01 Jan 2019 08:34 AM PST

    We just updated our procedural building generator with new assets, camera effects, and improved performance.

    Posted: 31 Dec 2018 02:41 PM PST

    Looking for people to program games together!

    Posted: 01 Jan 2019 06:18 AM PST

    Hello everyone and happy new year!

    I am a 20 yo Computer Engineering student at Greece and recently i have been studying Opengl along with theory about video games. I really love video games, i have been playing ever since i was a little kid, and my dream job would probably be at the video game industry (i say probably because i guess is to soon to for me to say :p). I cant say know a lot of thing about Opengl yet but for the past months i have been studying almost nonstop while trying to keep a balance with my studies. I am writing this post because i was wondering if there is anyone out there that would like to start a project together! Learn together and have fun. I dont seem to be able to find people at my University that have the same enthusiasm as me about programming in general. So i leave this here, if anyone has something in mind feel free to discuss about it. Also if anyone can suggest me books, and sources in general i would be really thankful!

    submitted by /u/kpatelis
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    I’d like to know other indie’s experience with making games. The good, the bad, and the ugly.

    Posted: 01 Jan 2019 10:42 AM PST

    I'll kick things off. I stared indie development in high school with my best friend. Things were really just for fun at first we weren't trying to make any money. I thought I could use it for my college resume (little did I know colleges don't care if you can make a game...ha ha ha). As time went on, we just kept on making games. Our first title we didn't even finish after a year and a half of work. Our second title we finished in 3 months then ruined it was expansions that we worked on for a year 😅. I ended up going to the same college as my best friend and we were even roommates. It was pretty fun, but it was also very stressful at times. Eventually, we made our next game in 4 years called Never Ending Night. It's still on steam but it's not really a good game. It's very buggy but we still decided to work on it for another year afterwards when I was still in college and my friend had graduated. When we released the expansion after a year, it obviously got no downloads cause we had pretty much no marketing and who's gonna care for an expansion on an indie game that wasn't really good in the first place? So, after that defeat we started working on a free to play mobile game called Mirablade. We worked on it for 2 years full time and released in August of 2018. It got featured on the App Store and stuff and decent amount of downloads but not even enough revenue for the amount we spent on just marketing. It's tough this market. So, now we're working on our next game Brave Eduardo. And, although our design skills and programming/art skills have increased, I still can't imagine anything working out monetarily. It just seems like an impossible battle. Fortunately, our parents kinda support us (with a lot of pressure), but it's getting kinda tough living with them, relying on them for everything, and not having an income. My friend is really adamant about continuing to work on games, but he will probably need to get a job to appease his parents. I don't know so much. I mean don't get me wrong I love making games, otherwise I wouldn't have been doing it for so long. But, I'm tired. Really really tired. I almost got a job last year at Google, and they said they will invite me this year again to interview. I'm thinking of just trying my hardest for that, and, if I get it, then moving to NY and working there. Otherwise, I'll start looking for another job. But, I really do love indie dev, so I'd probably keep working on games just not as hard I guess. I don't wanna give up after 7 years of work but this shit takes a toll.

    TL;DR: making games is hard. 😂

    submitted by /u/goopitygoopgoop
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    Tried using lit physics particles to do death animations in Unity3D.

    Posted: 01 Jan 2019 09:27 AM PST

    How do we deal with out of control player expectations and race to the bottom pricing?

    Posted: 01 Jan 2019 08:56 AM PST

    First of all let me say what I'm about to type is simply my observation which can be taken with a grain of salt. I don't blame anyone for this situation and certainly don't fault gamers for having this mindset. It is something we have allowed to happen and have perpetuated so no one is at fault. I'm just curious how we deal with it as a community.

    When browsing around Steam I'm noticing a pretty significant problem from the industry these days. Lots of people complaining about developers abandoning early access games but what about players who are feeling entitled to limitless content for pennies on the dollar? I crack up every time I see a steam review where someone is reviewing a game that cost $14.99 and they have 100 hours played and leave a negative review stating they got bored. Well what do you think is going to happen? Another one is the developer didn't finish the game. You have 100 hours played! For $14.99 you got your money's worth and then some with 100 hours of playtime. Entitlement is running rampant and makes it very difficult for independent developers to succeed with the mindset of many gamers today. Peoples expectations are out of control. 20 years ago if I bought a game for $50 and got 30 hours out of it I was happy. Then I put the game down and went on to something else. I didn't expect to be able to play the game for the rest of my life. Now people are expecting that from games that cost the same amount as a value meal from McDonald's. And this in itself isn't necessarily bad but when you are leaving a review on a game with this mindset is has the potential to negatively impact a developer to the point people stop buying their game.

    Another issue I'm concerned about is race to the bottom pricing where indie developers are having to place almost zero value on the work their doing in order to compete or get noticed in online sales platforms like steam. You could work for years on a killer game and almost immediately have to put it on sale for $4.99 in order to sell a copy. Obviously there are exceptions like Rimworld and Factorio which have never gone on sale and I absolutely applaud the devs for standing by their products. They shouldn't have to sell their game for less than $30. Those games should both be selling for $60 in my opinion. But we as an industry are allowing this to happen and allowing ourselves to devalue the work that we're doing and the products we are creating. Now on the flip side I do get that there are a lot more possibilities in terms of getting games released for an independent dev than there were 20 to 30 years ago, and also that back then the developer received a smaller percentage of the final sale price. But I really feel for some of the guys who I know are pouring their heart and soul into games and selling them for such a low price.

    Anyway, just my $.02. Not trying to approach this from a negative standpoint but more wondering how you guys deal with this for your games? I have already informed my community of the pricing for my next game and I plan to stand by it. Thanks!

    submitted by /u/Metropolisim
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    Here is what we came up with after 240 days of work - looking for suggestions/opinions.

    Posted: 01 Jan 2019 10:14 AM PST

    Working With Another Programmer (For the first time)

    Posted: 01 Jan 2019 11:34 AM PST

    Hello, I've gotten pretty far along on a project with a game designer. We've just acquired a new member, a programmer, and it is my first time ever working with one. I always was programming solo, so this was my first experience with another programmer.

    Before we started on the project, me and him went through a quick test game we could make quite quickly to get an idea of how we program.

    My question is what is your experience working with another programmer? Any pitfalls to look out for? Thanks!

    submitted by /u/LackOfAUsername0525
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    FPS enemy AI help

    Posted: 01 Jan 2019 09:53 AM PST

    Okay. I am making a very tactical 1st/3rd person shooter, and I need help creating an AI that can respond to things like suppressive fire, being flanked, etc. The thing is, I'm still in the very beginning of making the prototype, and I don't know much on UE4's blueprint system at this point. Can someone lend a hand?

    submitted by /u/boscocraftXD
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    So I just learned about this thing called Twitch. Is there a good way to search it? And other questions.

    Posted: 01 Jan 2019 11:16 AM PST

    I'm trying to find streamers for my game. I signed up for a site called Keymailer, but apparently you have to apply and then wait for them to approve you. So then I found a site called Socialblade that ranks streamers by number of viewers. But is there any place you know of that will let you sort streamers by the kinds of games they play?

    And also, am I going about this the wrong way? Is there a tried and tested method for getting your game to streamers? And how do you contact streamers? They all have chat rooms and Twitter, but is there a place where they list email? Or is there some other way to send them a direct message?

    And also, I thought I would start contacting streamers at the bottom of the top-500 list, but is that too optimistic? I have no frame of reference for how busy/popular the 500th most popular streamer is. Would the 500th most popular streamer just ignore all offers of new games? Should I be looking for the 1,000,000th most popular streamer or something like that?

    submitted by /u/NathanielA
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    Blender 2.8 Substance Painter PBR and Emission

    Posted: 01 Jan 2019 06:24 AM PST

    What are some ways I can improve my game trailer? I feel it fails to hook but I'm not sure how to improve it or include the "correct" features. Any tips/critiques are very welcome!

    Posted: 01 Jan 2019 10:55 AM PST

    Custom Game Engine Devlog

    Posted: 01 Jan 2019 06:40 AM PST

    Here is the link if anyone wants to see it the link is this if not there are some screenshots below :). I've currently added a skybox, ASSIMP obj loading, simple lighting and I'm planning on adding a couple of more cool stuff. I'm going to try my best to post a development log each time I add a new update to the engine. I will try to use the engine to create some cool games once its capable of doing that but until then I've got to work on the engine.

    P.S. I've been working on the engine for three days now but I'm planning on working on it until I'm finished with the things I want to do.

    https://i.redd.it/j65zj7bynt721.png

    https://i.redd.it/y4hxp25npt721.png

    submitted by /u/juztz1n
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    PhysX SDK has gone open source and PhysX SDK 4.0 is available now

    Posted: 01 Jan 2019 10:25 AM PST

    Looking for tutorials on the art of making game maps/levels

    Posted: 01 Jan 2019 12:08 PM PST

    I'm interested in making levels or maps for both single- and - multiplayer games. Would this fall under game design? Thanks to those that share.

    submitted by /u/justwatchingdogs
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    dynarr.h - Portable, single-file, multi-purpose, dynamic array library for values of any type

    Posted: 01 Jan 2019 04:35 AM PST

    Been a while since I posted one of these, so here goes:

    It's a simple type-generic dynamic array library. While many similar libraries exist, I wasn't satisfied with those so I made my own. Overall it is built to be a bit cleaner, safer, and more powerful than others of its kind.

    Many similar libraries will use NULL to represent/initialize an empty dynamic array, dynarr instead uses the following and IMO more readable initialization pattern:

    int* darr = DYNARR_NEW(int); //makes it clear that this is a dynamic array 

    Furthermore, it makes heavy use of asserts for bounds checking, providing some extra safety. These asserts are intended primarily for debugging, so in production builds it is recommended you disable them by globally defining either NDEBUG or the dynarr-specific DYNARR_NOASSERT.

    It provides operations common to several different types of data structures, allowing for great flexibility. Most notably it supports DYNARR_DEQUEUE allowing it to be used as a queue. Note that because of internal offsets it is not safe to index it directly, instead DYNARR_AT should be used.

    Documentation is still sparse, but should be enough for anyone familiar with dynamic arrays in C. Both documentation and the API are likely to be expanded in the future if there is enough demand.

    dynarr repository

    Licensed under CC0 aka the most lawyer-friendly way of spelling "public domain".

    submitted by /u/The_Drider
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    I'm interested in server side tools for development (mostly MMOs).

    Posted: 01 Jan 2019 11:11 AM PST

    I would like to create a big simulated world. I know it is very unlikely for me to develop a MMO on my own, but it is more of an experience than a real intent.

    I am looking for tools to help me develop that server side simulated world.

    For the client I intend to use a game engine (unity or UE4).

    I would love to work in the video game industry, even more on MMOs, and I am trying to get a little bit of experience from this, even if it is not something that end up as a real game

    submitted by /u/Edoudou
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    Searching for old mechanic used in M.U.D.D.s

    Posted: 01 Jan 2019 10:39 AM PST

    I'm not a programmer myself, but I did help out with room building for a BBS based MUDD a few years back. I'm trying to remember then name of the mechanic used and I'll try my best to explain:

    When setting up a room, each configurable options was assigned a binary-based bit-value which could be added together to tell the game what the player could do in said room.

    1 Room is hidden
    2 Combat Enabled
    4 No Exits
    16 Shop Available
    32 Outdoors
    128 etc

    I want to read more into the mechanic to see if it can help me with something I'm trying to do on Excel and can't remember what the method is called in order to google it.

    Anyone familiar with it?

    submitted by /u/maetrix
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    What do you want this year?

    Posted: 01 Jan 2019 08:08 AM PST

    Open ended question. I'm just wondering what you want to accomplish this year and how are you going to do it?

    submitted by /u/StringVar
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    If I had known. C++ or C#

    Posted: 01 Jan 2019 08:59 AM PST

    Okay so recently I discovered that I wanted to use unity as my game engine when to my surprise and complete negligence I realized it only takes C#. Now I've I been slowly working at learning C++. So my question is it worth learning C# just to use unity when I may not use the engine further into my gamedev career? Or should I continue learning C++ and just pick another engine and suffer the loses of the greatness that is unity?? Furthermore is there maybe a way to cross compile and convert C++ into C# through another compiler or means that I'm just over looking?? Thanks in advance for all the help!

    submitted by /u/VindictiveSavage
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    First game published!

    Posted: 01 Jan 2019 08:55 AM PST

    Hi guys!

    Just published my first game on kongregate and I'd love if you could give an opinion and feedback!

    Thanks! https://www.kongregate.com/games/RawEgg/arach

    submitted by /u/zeh17
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    Anyone posting detailed technical analysis of published games like the Chopping Block articles from old Game Developer Magazine?

    Posted: 01 Jan 2019 06:38 AM PST

    Reading some old magazines in The GDC Vault I really like how the oldest issues have many very low-level technical articles about games (even if they are of course all now very out of date).

    One series that ran in the oldest issues (start from 1994) was called Chopping Block. I think all were written by a Wayne Sikes(?). Each article is about some popular contemporary game, and he really picks them apart, reverse-engineering various data files and speculating on how the the engine works.

    I have never seen anything like that in recent times (other than for retro-gamedev)? Maybe the times are different now with all the intellectual property lawyers running about etc, making it too risky to do anything like that? Or is it just too much work to do? Or not enough interesting worth digging up that not everyone already can get from other sources?

    Looks like the original Chopping Block articles ran from September 1994 where LucasArts' Rebel Assault was analysed, and the series introduced: "an overview of a game's internals (executables and data files), a general commentary on how well the graphics and sound are implemented, a description of the game engine (and whether or not it is based on engines in previously released products from the same manufacturer), or how well the user interface is implemented, do look here. I will also try to describe how you can tailor a game to your liking, that is, make flight modes easier, increase the damage your ship can sustain, give you more and better weapons, and so on. Depending on how the game is written, this is not always easy, and sometimes it can't be done at all. (Some game companies encrypt their data and executables using data compression routines and other methods to make the internals use less disk space; it also locks out most hackers.) I'll try to give you all the information I can while at the same time not violate any copyright laws."

    submitted by /u/livrem
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    What's the deal with Unity's deprecation of uNet and it's replacement?

    Posted: 01 Jan 2019 11:56 AM PST

    So me and my friend are building our first online game and we were going to use uNet to make the multiplayer components, but with this sparkly new dedicated implementation coming we decided to shelf that game until it releases, since the next thing we have to work on is the multiplayer components.

    However, we can't find any information on Connected Games, not even on Unitys own Roadmap, YouTube channel, or anywhere. The only thing we know is that it "exists" but I can't find anything about it, even though it was supposed to be in a preview package, that I've found no information on either.

    Can someone point us in the right direction? I'm a little fed up at either (and most likely) my inability to find this information or Unity's lack of documentation of this new Smoke N Mirrors feature. Plz halp

    submitted by /u/notMateo
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