Not sure how to live with this level of success |
- Not sure how to live with this level of success
- (X-Post from /r/godot) Prototyping a car that can drive on walls and fly
- My game is coming on STEAM in 12 hours! Prepare for the journey through the vibrant colorful forest!
- Testing parallax background for my new game project
- Updated combat mechanics for my ARPG!
- The creation/production process of a PixelArt village for a game we are working on!
- 3D Game Engine built in Swift
- Tips on creating comic-like filter for 3D models
- 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.
- Prototyping a side-scroller: A straightforward base for testing games on the web
- Interesting video on how bots affect an MMORPG experience.
- Let’s Make: Dangerous Dave
- Gamemaker issue
- 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? :)
- Pixel Rig animation software?
- How do you make walking/footstep sounds?
- Directing God of War with Cory Barlog
- Start Modelling In Blender for Unity - Part 2 - Texturing
- 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
- Making RPS style combat more strategic.
- Ground speed (for accelleration/braking along a slope)
- How do big name Youtubers discover small indie games?
- Can I publish my game different prices on different markets like steam, gog, discord etc.?
- Mind Games: Brain Training for Game Developers - a fascinating GDC talk (could have been at TED)
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 |
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: 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? [link] [comments] |
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 |
Posted: 17 Jan 2019 11:11 AM PST |
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){ }else if(dir > 0 && dir <= 90){ }else if(dir > 90 && dir <= 180){ }else if(dir > 135 && dir <= 225){ }else if(dir > 180 && dir <= 270){ }else if(dir > 225 && dir <= 315){ }else if(dir > 315 && dir <= 405){ }else if(dir > 270 && dir <= 360){ } 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! [link] [comments] |
Posted: 17 Jan 2019 10:18 AM PST |
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? [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 ! [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 |
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 :) [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. [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? [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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