• Breaking News

    Thursday, January 17, 2019

    Not sure how to live with this level of success

    Not sure how to live with this level of success


    Not sure how to live with this level of success

    Posted: 16 Jan 2019 06:12 PM PST

    (X-Post from /r/godot) Prototyping a car that can drive on walls and fly

    Posted: 17 Jan 2019 10:01 AM PST

    My game is coming on STEAM in 12 hours! Prepare for the journey through the vibrant colorful forest!��

    Posted: 16 Jan 2019 11:27 PM PST

    Testing parallax background for my new game project

    Posted: 17 Jan 2019 09:02 AM PST

    Updated combat mechanics for my ARPG!

    Posted: 17 Jan 2019 03:54 AM PST

    The creation/production process of a PixelArt village for a game we are working on!

    Posted: 17 Jan 2019 07:21 AM PST

    3D Game Engine built in Swift

    Posted: 16 Jan 2019 03:01 PM PST

    Tips on creating comic-like filter for 3D models

    Posted: 17 Jan 2019 07:12 AM PST

    I recently stumbled upon this artwork:

    by Emma Koch

    How difficult (and computationally expensive) would it be to achieve a similar effect in a 3D game? What sort of steps would you have to take replicate that, including both model preparation and shaders?

    submitted by /u/justsomerandomoldguy
    [link] [comments]

    Lumote is built on our custom engine. I thought people might find our editor interesting to see. If you're curious about engine or editor development, AMA.

    Posted: 17 Jan 2019 10:52 AM PST

    Prototyping a side-scroller: A straightforward base for testing games on the web

    Posted: 17 Jan 2019 08:12 AM PST

    Interesting video on how bots affect an MMORPG experience.

    Posted: 17 Jan 2019 07:47 AM PST

    Let’s Make: Dangerous Dave

    Posted: 17 Jan 2019 11:11 AM PST

    Gamemaker issue

    Posted: 17 Jan 2019 10:42 AM PST

    Hello,

    I'm currently attempting to change a sprite based off of the location of the mouse by using the following code:

    if(dir > 45 && dir <= 135){

    sprite\_index = spr\_tomU; 

    }else if(dir > 0 && dir <= 90){

    sprite\_index = spr\_tomUR; 

    }else if(dir > 90 && dir <= 180){

    sprite\_index = spr\_tomUL; 

    }else if(dir > 135 && dir <= 225){

    sprite\_index = spr\_tomL 

    }else if(dir > 180 && dir <= 270){

    sprite\_index = spr\_tomDL; 

    }else if(dir > 225 && dir <= 315){

    sprite\_index = spr\_tomD; 

    }else if(dir > 315 && dir <= 405){

    sprite\_index = spr\_tomR; 

    }else if(dir > 270 && dir <= 360){

    sprite\_index = spr\_tomDR; 

    }

    Everything works. When the mouse if moved above the square, the sprite changes to the desired one. It does the same for when I move it to 'up-and-left,' left and 'down-and-left.' Everything works but for 'down-and-right' and I cannot, for the life of me, figure out why.

    I've tried changing the number to be less than 360 (359!) just in case it had an issue with it being zero...

    I know the sprite is in working order as well, as I've switched it out with another sprite just for sanity-sake.

    Any help would be appreciated!

    submitted by /u/JustMcRann
    [link] [comments]

    Hi everyone, it’s my first post here! I just wanted to share this with you all. I’m 17 and I’ve been studying game design for about 4 months. Today I began creating a UI for the project we are currently working on at college and I was proud of how the main menu turned out! What do you all think? :)

    Posted: 17 Jan 2019 10:18 AM PST

    Pixel Rig animation software?

    Posted: 17 Jan 2019 09:27 AM PST

    Is there any puppet rig animation software specifically for pixels? Or maybe some way to do it in Spine, without losing too many artifacts in the process?

    submitted by /u/Iceey
    [link] [comments]

    How do you make walking/footstep sounds?

    Posted: 17 Jan 2019 01:56 AM PST

    Hello, Im making a game and wanted to add some sound effects when walking but all Im finding are sounds for dirt when I need pavement/concrete etc.

    Its my first time dabbling in the sound realm and I've tried various software llke bfxr, chiptone etc. but since I have no experience its quite confusing and I cant find any actual tutorials on this topic. Is there a simple way for this?

    EDIT: thanks everyone for the replies , I'll look at everything and try them tomorrow !

    submitted by /u/Rhaps0dy
    [link] [comments]

    Directing God of War with Cory Barlog

    Posted: 17 Jan 2019 08:39 AM PST

    Start Modelling In Blender for Unity - Part 2 - Texturing

    Posted: 17 Jan 2019 11:48 AM PST

    Take a journey inside a vibrantly colored forest, meet silly creatures, listen to serene folk music, and discover somber secrets: She and the Light Bearer ����

    Posted: 17 Jan 2019 11:45 AM PST

    Making RPS style combat more strategic.

    Posted: 17 Jan 2019 07:55 AM PST

    Hi,

    I'm currently prototyping an idea for a combat system that uses a more complex version of rock paper scissors. The player and the enemy start with 6 cards, certain cards counter each other, similar to rock paper scissors. This system is obviously heavily rng, so to make it more strategic, I have it so each time you or the enemy use a card it gets discarded. The player can also see which cards the enemy has left and can make strategic decisions based of that information. When all cards are used, the full hand is reset. The only issue with this is that it still feels too random. I was hoping someone here might have some ideas on how to make it more skill based.

    One idea I have is to make it so at the start of the battle, and after all the cards are used, the player gets to permanently discard one card from both the enemies and their own hand.

    Another idea was to have special ability cards that the player can use once per game, which if used strategically will give the player an advantage, such as a card that doubles the damage from the next turn, a strategic player would only use when they know they are going to win the turn, as if they lose, the damage against them would be doubled.

    Any thoughts would be much appreciated :)

    submitted by /u/JWGAMES
    [link] [comments]

    Ground speed (for accelleration/braking along a slope)

    Posted: 17 Jan 2019 11:29 AM PST

    OK, so here is a pretty simple question. But I tried googling the obvious search terms "Speed along a vector" and "ground speed vector", nothing came up.

    So... let's say I have a vector representing the slope of our ground.

    If it's flat ground our vector is (0,1,0). Or a 45degree angle slope might be (0.707, 0.707, 0)

    Now, let's say I have a guy standing on the ground, and I want him to move across it. Well... my game-logic is kinda complex, but basically BEFORE I do anything, I want to know "how fast is my guy moving, relative to the ground".

    If he is standing on a flat-plain, it's easy. I just do this: GSpd = sqrt( S.x^2 + S.z^2 )

    But how do I get his "ground speed" when he is standing on a slope, like (0.707, 0.707, 0)?

    Any ideas?

    It's almost like a dot-product, but it's an anti-dot-product? The amount of the Speed that ISN'T going in the direction of the ground's angle.

    submitted by /u/grrrrrrroar
    [link] [comments]

    How do big name Youtubers discover small indie games?

    Posted: 17 Jan 2019 11:23 AM PST

    I'm currently developing a game with a small team and I'm wondering how do I get attention from my video game using Youtubers. Do I just ask them or do I need to pay them to play?

    submitted by /u/NovialRiptide
    [link] [comments]

    Can I publish my game different prices on different markets like steam, gog, discord etc.?

    Posted: 17 Jan 2019 11:14 AM PST

    Mind Games: Brain Training for Game Developers - a fascinating GDC talk (could have been at TED)

    Posted: 17 Jan 2019 11:09 AM PST

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