• Breaking News

    Friday, January 18, 2019

    I'm a few weeks late, but I wrote a fully transparent analysis of how my games business generated $107,312 USD in 2018

    I'm a few weeks late, but I wrote a fully transparent analysis of how my games business generated $107,312 USD in 2018


    I'm a few weeks late, but I wrote a fully transparent analysis of how my games business generated $107,312 USD in 2018

    Posted: 18 Jan 2019 03:40 AM PST

    Splash Damage developer of Dirty Bomb released Game Design document with 300+ pages and also Art Book + OST

    Posted: 18 Jan 2019 06:49 AM PST

    Gameplay. Android synchronous turn-based strategy. Sorry for the Russian text in game:)

    Posted: 18 Jan 2019 05:01 AM PST

    We've spent 300 bucks on Google Ads, and got 500 actual downloads

    Posted: 18 Jan 2019 06:35 AM PST

    Hi,

    My team made a mobile game. it's hyper-casual and we released it only on Android now.

    It was too difficult to get organic users, and we want to see the effect of paid advertising, so we spent 300 bucks on Google Ads today. (it was burnt just in a minute)

    and we got 500 actual downloads. so CPI is almost $0.5~0.6

    Is it normal for hyper-casual games?

    submitted by /u/hjhome2000
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    GDC 2019 will feature new mentoring program for attendees

    Posted: 18 Jan 2019 07:32 AM PST

    The quest for a reliable pixel font for Chinese

    Posted: 18 Jan 2019 04:18 AM PST

    Hey there,

    We're having a very hard time finding a reliable font to integrate in pixel art games for Chinese localizations.

    Based on our research, we are assuming (and therefore targeting this) that the lowest readable size for natives is 12x12 pixels. I also would like to note that we're looking for a font allowing commercial use (it can have a paid license, though). It has to be a TTF (or a bitmap format that we can reliably bake; PCF is not supported by our pipeline so far).

    Here's what we found so far:

    • Zpix is a pretty cool font for Chinese, however (the $800 aside), it has issues with some Japanese glyph, and the most blocking part for us is that the author can't provide any invoice or license (it's basically paypal-and-go);
    • 方正像素12 is a font that is not as good as Zpix, but still ok. However the language barrier prevent us from finding out the license type of this font, we basically don't know if we're allowed to use it commercially, and who is its author;
    • There's apparently a font called "Special SimSun" (ref), which is an improvement over the SimSun font (a Windows system font) to render better down to 8x8 pixels, but we can't find it anywhere;
    • Linux has a great GPL2 pixel font, WenQuanYi Bitmap Song, unfortunately hardly workable in our pipeline because only available in PCF format;
    • It is said that most system fonts render correctly at 11x11 or 12x12 pixels, but we have no idea which ones and we'd like to be sure;
    • A fellow gamedev friend indicated me that the Windows system font SimSun is doing just right. Apparently it is a font that got updated throughout the history of Windows, so better make sure that the latest version is used.

    Did anyone use a specific font for Chinese successfully (i.e. with praises from players) in a pixel art game?

    Cheers!

    EDIT: I'll edit the post with new findings as we progress.

    submitted by /u/MrHelmut
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    How we use the wind shader to control the trees in Unity for Pico Tanks. The trees are also pushable by the tanks and are affected by projectiles and nearby explosions!

    Posted: 17 Jan 2019 09:30 PM PST

    Need Idea for an easy to memorize and fun to explore open world game

    Posted: 18 Jan 2019 07:32 AM PST

    So for the past few months I've been playing quite a few number of open world games <forget about all the side quests and stuff>, the open world games I played/replayed were had something that one world did better than the other, I was having a hard time understanding what it was that make them better than each other, and I got my answer when I was replaying Grand Theft Auto San Andreas, what it was is how you navigate through the world and what made them so easy to memorize and fun to explore, what I mean by that, in San Andreas there is no gps outline that tells you what route to take to get to your next objective, it just tells you that "Hey just go there, we don't care how you get there, just go get over there' so as I played missions I noticed how easy it was to differentiate one location from the other one, for example in the in-game location of San Fierro I have learned to navigate through the map without even looking up the map<except for some names of some locations>

    ***USELESS STUFF WHICH MIGHT BORE YOU TO DEATH, SKIP TO THE NEXT PARAGRAPH IF YOU WANT TO**

    Let me explain: So here's how I memorized this place. In the East side of the map there is a Freeway which goes throughout the entire city, If I were to start from my ride from the first save point in the game I'd start with a garage with a construction site near the back and a railway station just across the road, If I were to go south using the freeway , I'd soon find myself near the airport gate with that small airplane model, If I go straight from there (south) I'd find myself out of town, let's not go there for now, if I go west, I'd see some old 3 to 4 storey apartment buildings and if I go even more to the south I'd see a big open green field which is most likely a golf club, and near then I'd see an option to go north, and If I follow the northern road, I'd see the beach on my left with more of those small 2 story colorful houses and
    If I keep going straight I'd see the "Gant Bridge" <Golden Gate Bridge IRL>

    So In short Rockstar has put up these "Landmarks" which can be so small and subtle as a really unique looking tree at the end of the road or some simple road dividers, or as big as a huge building or statue, or even areas, like areas which have skyscrapers and areas which do not have them but have different types of buildings.

    As I played the Witcher 3 I enjoyed the quests but I didn't find it as interesting to explore as I did with Breath of the Wild or San Andreas, I feel like I can navigate through the world just by using a compass and not get lost

    I want to know how would you make an open world which can be easy to navigate without the use of a minimap or a marker

    submitted by /u/Beepwolfees
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    Should Roguelikes Have Persistent Upgrades? | Game Maker's Toolkit

    Posted: 18 Jan 2019 11:09 AM PST

    I am making progress on an engine for total beginners. There is an exhaustive asset library but you can also import your own art !

    Posted: 18 Jan 2019 01:20 AM PST

    A Guard for my upcoming game :D

    Posted: 17 Jan 2019 12:51 PM PST

    I'm a video games marketer and I've decided to start sharing my know-how. Here's my second video - Video Games Marketing 101: Zero Budget Marketing

    Posted: 18 Jan 2019 02:09 AM PST

    What makes good inventory UI?

    Posted: 18 Jan 2019 04:29 AM PST

    I am attempting to make inventory UI (for a survival game) and it doesn't look good. Like at all. Although I know it's terrible, I'm having trouble coming up with improvements, so I was wondering what you think or know helps make an inventory system aesthetic and easy to understand or any common pitfalls which are made in inventory UI design.

    submitted by /u/VoidEpoch
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    Publisher agreed to change a very abusive contract to an ok one.

    Posted: 18 Jan 2019 04:31 AM PST

    Hi,

    I am in talks with a publisher for publication of a mobile game. Their initial terms of publication were quite harsh and abusive.

    For example they said they would share revenue earned from the game but said they did not tell me how I could see the revenue. I had to take their word for it. They said they would deduct marketing expenses from the revenue but then again I would have to take their word for how much they spent. They also said the contract would be breached if I didn't change the game the way they wanted. It also mentioned I would be liable to pay them money (due to 'loss of reputation' and money they spent on marketing) if I didn't provide updates they asked.

    I refused to sign that agreement and ended all talks. They said it was the same contract they had signed with other developers and even mentioned some big hits. I still refused. Then they again proposed a changed version of the contract with a small minimum guarantee of payment. They changed the revenue split to 'fixed' amount payments after achievement of certain accomplishments (like every x downloads, reaching y position in top charts for z days at a stretch, etc.) They will add me to an analytics dashboard where I can see these things. They've still not struck down the support / updates requirements from the developer. They say they don't ask anything unusual as updates and that they can't remove the clauses because some developers had left them midway.

    This newer agreement looks somewhat ok to me. I think I'll have to live with the fact that I am expected to provide the updates I can. I think it's highly unlikely they would sue me because I didn't update the game. After all, I am always awaiting their payments and not the other way round, so I think they would just stop paying me worst case. Right?

    However do the old terms look abusive to you? I am happy they changed it, but the fact that they had such clauses in the beginning is a bit odd. Am I over thinking this?

    submitted by /u/sipoyuyo
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    Orb v0.1 (SSI Goldbox-inspired RPG)

    Posted: 18 Jan 2019 04:28 AM PST

    Back in 2017 I started work on an RPG, inspired by the SSI "Goldbox" Dungeon and Dragons games. It's written in C and SDL2, and using Lua for the scripting. I remember that after a couple of months I felt overwhelmed by it all, but I think that might've just been due to learning Lua and needing to work on the mechanics of the battles, AI, etc. RPGs are pretty complicated beasts.

    I recently dig up the code and decided to give it another go. The break helped, as I'm able to now clearly see what I want to work on. I'm hoping to get v0.1 done in the next couple of months, which will involve a lot of the core mechanics, and a test quest. I'm hoping to see it through to the end (making it prettier along the way), as an RPG is something I've always fancied coding. I chose to emulate the SSI style because I played a lot of the Krynn games back in the 90s.

    Video below. Warning: contains bad art and odd bugs (and a missing boss!)

    https://www.youtube.com/watch?v=DE0DNtzt244&feature=youtu.be

    submitted by /u/stephenjsweeney_
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    How to account for French AZERTY keyboard when using WASD?

    Posted: 18 Jan 2019 08:04 AM PST

    I have a QWERTY keyboard, If I map standard W, A, S and D keys to up, left, down, right, respectively, how does that change on a French AZERTY keyboard? Are the directions the same but the keys become equivalent ZQSD, or do they remain as WASD but no longer in logical positions? Same deal with German keyboards switching Y and Z keys compared to QWERTY.

    Are French (and German/Austrian) players content to have an option to map keys themselves, or is it common for games to re-map them in French (and German) translations?

    submitted by /u/NewSchoolBoxer
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    Westworld Mobile Game Removed From iOS App Store and Google Play Store Following Bethesda Dispute

    Posted: 18 Jan 2019 08:46 AM PST

    Playstation 1 Game Development Artist Tools

    Posted: 18 Jan 2019 08:43 AM PST

    If you do pre-render, in what genres may use?

    Posted: 18 Jan 2019 09:54 AM PST

    Let's say you have a habit doing static 3D shots. Not animation, not "usable in game engine" environment, just good old renders from fixed viewpoint for fun. So what are applications for such? I consider 1) using in point-and-click adventure aka "Myst clones". Perhaps that would also count visual novels. 2) use in jRPG, a-la Final Fantasy VII or a-la Valkyrie Profile 1. 3) For isometric strategy game perhaps 4) For shmup backgrounds, though again it would have specific point of view and many many parallax tiles. Your thoughts?

    submitted by /u/IwazaruK7
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    Simple BestScores/Leaderboard System

    Posted: 18 Jan 2019 09:51 AM PST

    Hi guys, I've made a simple leaderboard system that is very easy to use. You can use it in any system-platform-engine-language, allowing the records to be shared among the various platforms. If you want to try it, the link is that: Leaderboards And feel free to ask me if you have any questions.

    submitted by /u/Rogerup
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    Amazon, Spotify, and other streaming companies are breaking EU law for Failing to Comply with GDPR Requirements. Now they face massive fines, are your games and studio following GDPR? What about your Vendors?

    Posted: 18 Jan 2019 12:45 PM PST

    How to choose mobile game session timeout

    Posted: 18 Jan 2019 12:40 PM PST

    Given I create a game in which a user can login and play multiple games. A session starts when they login, what's a good session timeout 30mins, 15mins e.t.c.

    submitted by /u/supreme_kenzo
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    Anyone have experience releasing a game with the same name as another game?

    Posted: 18 Jan 2019 12:26 PM PST

    Looking for some advice or some answers regarding this issue. I have been working on a title for a while now and have created all the marketing and social media for it, however haven't launched a full marketing campaign or announced it yet. However, recently another indie developer released the same game name for commercial profit. Should I simply trademark and copyright the game name and would that solve any issues? Or is there more I'm missing here? What rights do they have?

    submitted by /u/tonedlove
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    Is there a simple tool for doing 3D animation in the same way as 2D bone based but(obviously) in 3D?

    Posted: 18 Jan 2019 06:27 AM PST

    A simple example would be Minecraft. There is no deformation, just pivot. I'm not exactly into the idea of learning blender for the minimal functionality I need. All the 3D objects will be low poly, no shaders, flat textures and rendered in 640:360 to fit in with the pixel art so I really don't need all the functionality of proper rigging for it to look good.

    submitted by /u/Sac_Winged_Bat
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