I've been working on a 2D RPG game. What do you guys think? |
- I've been working on a 2D RPG game. What do you guys think?
- Updated Terms of Service and commitment to being an open platform – Unity Blog
- I created a crossplatform multiplayer cardgame without any skills, and it's great!
- Indie Studio Forgotten Key prepares for shutdown
- Unity3d will update TOS and in couple hours (10AM Pacific time) there will be AMA on /r/Unity3d
- How Dead Space's Designer Got Into Gaming
- Grid edges: "Games typically place items on the tiles. Sometimes though it's useful to place items on the edges."
- (X-Post) Join John Riccitiello and Joachim Ante for an AMA about our updated Terms of Service (TOS).
- How to tell when you’re over-engineering?
- Is there any engines similar to modern Duke Nukem 3D updates?
- Directing God of War with Cory Barlog
- Tips & tricks I discovered during game development.
- I'm not convinced that this wasn't the second biggest mistake of my life
- Hint about a game production book?
- Do you embed a philosophy within your games?
- The Nature of Order in Game Narrative - Jesse Schell
- Idle game help (tutorial)
- Are there any resources that explain the process between building the game and actually publishing it?
- Making a game, looking for some feedback.
- What's the least "gamey" game you've ever made?
- If you ever need inspiration for a small grid based game. Look no further than Simon Tatham's Portable Puzzle Collection
- How to setup a loading screen with SDL2 and IMGUI
- Is Stardew Valley/Zelda(Link to the past)/Hotline Miami 2d or 3d?
- Game Networking
I've been working on a 2D RPG game. What do you guys think? Posted: 15 Jan 2019 05:15 PM PST |
Updated Terms of Service and commitment to being an open platform – Unity Blog Posted: 16 Jan 2019 07:50 AM PST |
I created a crossplatform multiplayer cardgame without any skills, and it's great! Posted: 16 Jan 2019 07:20 AM PST Hi gamedevs! I'm a 38y visually impaired (legally blind, abt 5% left) dude from Finland. - The game is done in Unity (clientside) Having today 37K players with about 2K games per day and making about 1K-2K euros / month without a single euro in marketing. 100% organic self growth adding 10-20players per day. Costs about 500€/month (hosting mostly) I feel I have a proof of concept and a working businessmodel now, my next goal is to rewrite the whole game, remake everything from scratch with a more professional approach and create more games like this. This is the best school I ever attended too and it's all google based with a lot of blood, sweat and tears. Wish to get in contact with other likeminded gamedevs who wanna create great stuff or help each other out! Let's start like this and see what happens! [link] [comments] |
Indie Studio Forgotten Key prepares for shutdown Posted: 16 Jan 2019 07:59 AM PST |
Unity3d will update TOS and in couple hours (10AM Pacific time) there will be AMA on /r/Unity3d Posted: 16 Jan 2019 05:44 AM PST |
How Dead Space's Designer Got Into Gaming Posted: 16 Jan 2019 09:24 AM PST |
Posted: 16 Jan 2019 04:58 AM PST |
(X-Post) Join John Riccitiello and Joachim Ante for an AMA about our updated Terms of Service (TOS). Posted: 16 Jan 2019 09:17 AM PST |
How to tell when you’re over-engineering? Posted: 16 Jan 2019 06:37 AM PST Hey all! I've been making some great strides on my current project, but after the first major refactoring of my code I've been wondering: are there any clear signs I might be working too hard on fixing what isn't broken? I already know some components of my game aren't as elegant or efficient as they should be, but in what circumstances is "it works" not enough? When is optimization important and should I even care when i'm still in the super early stages of development? Thanks! [link] [comments] |
Is there any engines similar to modern Duke Nukem 3D updates? Posted: 16 Jan 2019 08:26 AM PST I want to make a classic 2.5D styled game, a lot of them actually. My biggest inspiration being Ken Silverman's BUILD Engine, most famously used in Duke Nukem 3D. After all these years and so many updates and fan projects, BUILD is full blown super powerful, with eDuke32 completely revamping the whole engine with beautiful lights and effects, 2.5D rendering updates, and an easier map editor. Even Ken himself put out BUILD2 Engine a while back and it looks beautiful. Thing is, I don't think I can use BUILD Engine itself. Even with Ken's consent I'd imagine it belongs to Apogee or 3D Realms now, and I don't have money for licensing. I looked around for alternatives, a few searches actually landed me here, but I could only find either hard-coded style levels (I'm not good with the intense trigonometry and whatnot) and things like DOOM Engine mods, which I'm sure is in the same boat as BUILD when it comes to legality. Are there any open source 2.5D engines that maybe has some tools like BUILD Engine's Mapster? [link] [comments] |
Directing God of War with Cory Barlog Posted: 16 Jan 2019 06:05 AM PST |
Tips & tricks I discovered during game development. Posted: 16 Jan 2019 08:06 AM PST Hi guys! https://medium.com/@karolgaida/how-to-finish-your-indie-game-8ce19d5238c Have a good time reading it and please don't hesitate to leave a comment if you have any questions :) [link] [comments] |
I'm not convinced that this wasn't the second biggest mistake of my life Posted: 16 Jan 2019 11:05 AM PST |
Hint about a game production book? Posted: 16 Jan 2019 02:49 AM PST Hi everyone! I would like to buy a book about game production but I'm stuck in finding one. I was looking at "The Game Production Handbook 3rd Edition" but not sure if it is still valid as the last edition was published in 2013. I also found "Directing Video Games: 101 Tips for Creative Leaders" that looks interesting but maybe less deep. Does anybody have some recommendation? [link] [comments] |
Do you embed a philosophy within your games? Posted: 16 Jan 2019 10:55 AM PST There are movies/documentaries, music, paintings, etc... that have not only inspired multiple people throughout generations but also helped them look at the world with different lenses. Video games, being another medium of art expression, has the capacity (I think) to have an even greater impact due to the immersion and interactivity with the game world. There have been discussions on whether developers consider morality when developing games. My question to my fellow game developers is, do you consider any philosophical or spiritual concepts when creating your game world? I have been thinking about this topic for awhile but have yet to bring my own personal philosophy into my games. I do plan on making these considerations while making sure the game is still fun moving forward. What are your thoughts? [link] [comments] |
The Nature of Order in Game Narrative - Jesse Schell Posted: 16 Jan 2019 08:41 AM PST |
Posted: 16 Jan 2019 10:05 AM PST Please help me find a good tutorial on how to make an Idle game on IOS. I've been looking for a decent tutorial for quite a while now. I mean all the technical aspects of the game. How to organize calculations etc. My goal is to make a story driven idle game with an end game. I have a lot of design to be done and also all the coding. So please, if you know a good video or blog tutorial for Swift or other languages where I can get a general understanding of how everything works, help me out! Thanks a lot! [link] [comments] |
Posted: 16 Jan 2019 12:19 PM PST Recently I bought a book, Video game law in a nutshell by Dan D. Nabel and english is not my first language, I'm not saying this because I don't understand or how to write it, but because there's a gazillion words I dont understand the meaning to or however a particular sentence is supposed to mean Let me get you a quote: "It is important to note that a contractual clause identifying a worker as an independent contractor is not dispositive" I have NO IDEA whats this is supposed to mean, and the book is littered with law lingo and stuff I dont understand. Is there a process, or a guide, that can ELI5 how to actually finish publishing a game, or advertise it safely, or to not get screwed? Or, if I need some sort of lawyer for this stuff, where could I approach them from? and how do I know how to ask the right questions? I am building a medium sized game, and with all I need to worry about, it's daunting when I cant understand any of this [link] [comments] |
Making a game, looking for some feedback. Posted: 16 Jan 2019 12:18 PM PST |
What's the least "gamey" game you've ever made? Posted: 16 Jan 2019 08:30 AM PST What game have you made that checks the least boxes of what video game traditionally have? Something like Dear Esther for example, little player interactivity, minimal mechanics, and the like. [link] [comments] |
Posted: 16 Jan 2019 12:09 PM PST |
How to setup a loading screen with SDL2 and IMGUI Posted: 16 Jan 2019 08:01 AM PST Hi everyone, I am currently working on a real time simulation of our solar system. Well that part works fine, but instead of a white screen for 20 seconds to load the game, I want to implement a loading screen with a progress bar using IMGUI. I've been trying two things:
Here is a part of my main.cpp SDL, OpenGL, IMGUI are being set up and the init function. Does anyone have an idea on what I am doing wrong? I don't really insist on using multithreading but i really want to have this smooth progress bar before starting up the game. Additionally I want to add that I am still new to graphics programming and if you tell me not to do the loading screen, I will drop it. Any help is highly appreciated! [link] [comments] |
Is Stardew Valley/Zelda(Link to the past)/Hotline Miami 2d or 3d? Posted: 16 Jan 2019 08:00 AM PST I want to make a game with the same type of top down look. I was thinking of going pure side scroller but I dont think I can fit anywhere near the amount of enemies on the screen as I would need to. Also are these type of games harder then a pure side scroller to make? [link] [comments] |
Posted: 16 Jan 2019 11:27 AM PST With the help of this sub I've learnt so much about game networking in the past month. I have a server which sends the world state to every single player in the world. Because I plan to have lots of players on one server this obviously doesn't work. I've been reading about how you're supposed to send players the state of nearby entities, but I don't know how I could efficiently implement this. What I thought might work was looping through every player and then for each player i would loop through every entity in the world and checking the distance between the entity and the player. If the entity is close enough add it to a buffer and when the loop is finished send the buffer to the player. I'm not too sure how efficient that is if I have thousands of players and tens of thousands of entities in the world and I'm sending 10 updates per second. [link] [comments] |
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