Physics for Game Programmers: Understanding Constraints |
- Physics for Game Programmers: Understanding Constraints
- Let me ruin CS:GO's Blacksite for you - An interesting examination of how the Source Engine works
- "Is C++ fast?" :: The author measures and examines the translation and runtime performance of a compact yet intensive C++ library, from pure STL all the way to C98.
- PSA for game developers: People play PC games on the TV. Please make font sizes adjustable!
- Bender 2.8 & Godot 3 : Export/Import 3D Colliders
- Tile map editor in 70 lines of pure JavaScript - easy tutorial
- I'll localize youre game AGAIN! (PWYW or 0.06/word) Now with Japanese!
- Small game made with OpenFL/Haxe & simple-peer/WebRTC
- How do you deal with monitors with overdrive turned on by default?
- Complete novice just starting out with Unity. My projectiles won't collide with my enemies in a 2D side scrolling game?
- Good Programs for Long-Distance Collaboration
- Not strictly Game Dev related but hopefully allowed - Any tutorials or tips on how to create a pixel art app?
- Looking for a project posted here a few months ago, haunted house game
- MakeCode Arcade: Retro Gaming, Modern Programming
- Does anyone want to help test my game? (Android)
- Beta testers discord channel is now open for a video trivia game. Aimed for people who know's some mainstream music in the genres of pop, rock or electronic, mostly English language singers.
- Looking for partners to make a 2d rpg game in unity
- Making beatmaps for rhythm game?
- GameDev Challenge - Survive, Loot, and Discover! It's Time for the Dungeon Crawler Challenge
- Roads on a Martian Colony?
- Screenshot Saturday #416 - Premium Content
- College Degree
Physics for Game Programmers: Understanding Constraints Posted: 19 Jan 2019 12:20 AM PST |
Let me ruin CS:GO's Blacksite for you - An interesting examination of how the Source Engine works Posted: 19 Jan 2019 06:01 AM PST |
Posted: 18 Jan 2019 09:41 PM PST |
PSA for game developers: People play PC games on the TV. Please make font sizes adjustable! Posted: 19 Jan 2019 09:10 AM PST (Almost) every PC game these days seems to assume that every player will be playing on a computer monitor like it's still the 90s. My gaming PC is hooked up to my TV, as is the case with almost every gamer I know IRL, and that's been true for at least half a decade. It's a great user experience in general, as most console games are available for PC as well, and console controllers have worked with PCs for at least a decade. But game devs still seem to be designing their console versions with text that's fully readable on TV screens, and then release PC versions with text so small you have to pause the game and walk across the living room to read it. I've seen maybe two or three games total that have adjustable font sizes, and maybe another two or three that appropriately adjust font sizes on their own so that the text is readable at standard TV resolutions. Adding insult to injury, when I play the same games at one of my few friends' places who still plays on a console instead of a PC, the fonts in the console version have already been scaled to be readable on a TV. So game devs are already taking the time to scale the fonts for TV screens, and then aren't offering the scaled fonts to customers who use a PC. (Frown emoji!) I understand that fonts are harder to work with in game dev environments (as an android game dev myself, I know this all too well). But it really is crucial for players to be able to read in-game text (especially during tutorials!) So on behalf of all the gamers out there who play on TVs, please, please start making an effort to allow the player to scale the in-game fonts on PC versions of your games. Heart emoji :) [link] [comments] |
Bender 2.8 & Godot 3 : Export/Import 3D Colliders Posted: 19 Jan 2019 07:33 AM PST |
Tile map editor in 70 lines of pure JavaScript - easy tutorial Posted: 19 Jan 2019 07:09 AM PST |
I'll localize youre game AGAIN! (PWYW or 0.06/word) Now with Japanese! Posted: 19 Jan 2019 12:03 PM PST Hi devs, A while ago, I made you this offer. tl;dr: I'm a Spanish translator, 10 ys in the video game industry, looking to cut out the middle man and work directly for devs, "indie2indie" let's say. (BTW here's my LinkedIn profile again, with an extensive portfolio of most of my work in the past 10 years.) I did two indie games after that, ΔV: Rings of Saturn and Hovership Havoc, great experiences both! Some devs suggested that, although they thought the offer was generous, they would prefer adding more than one language at a time. Since I'm trying to simplify the localization process (think of the savings!), I decided to put together a small team with the 3 top languages of the video game industry (after English, of course): Chinese, Japanese and Spanish. I'm happy to say I got a Japanese video game translator on board since then! We would work as partners, no hierarchies, each charging their own rate. Regarding rates, both indie devs I worked for asked me for my rate and found it pretty low (0.06 USD per word). I know it is, but since that's what I'm getting paid by localization companies, I rather charge that directly to the indie game devs, who are usually struggling with budget. So I'm doing away with the Pay What You Wish thing, but if you're a struggling dev and I like your game, I'll see what I can do for you. Also, if you feel I deserve more... I agree, bring on the tips! Anyway, thanks for reading, people! Keep up the great work! Here's the little work I've been credited for (although there should be a couple more, I remember being on the credits of Rockband 4, one of the Forza Horizons I worked on and Lollipop Chainsaw). [link] [comments] |
Small game made with OpenFL/Haxe & simple-peer/WebRTC Posted: 19 Jan 2019 05:39 AM PST Hi guys, I made a game as an experiment making peer-to-peer online multiplayer browser game with OpenFL & simple-peer/WebRTC. You can find the source (under MIT), link to play and more info here: https://github.com/melonin/VolleybombMP The game isn't fun to play but still I'm excited to finish it, it's been years since I last made a game for myself. I didn't get to test much the online multiplayer feature outside of opening multiple browser windows and have not yet received any feedback for the game. So I hope you can try it out and share with me how it works for you, that would be a great help. Also changing the topic a bit, I want to write some tutorials on OpenFL but currently don't have any topic in mind yet. If you are interested in any topic but couldn't find a tutorial for it, please let me know. If I'm capable of writing on it, I will. Thank you. I made the same post some minutes ago but hated the title and couldn't help myself but delete it and create this new post. I'm sorry if that wasn't a nice thing to do. [link] [comments] |
How do you deal with monitors with overdrive turned on by default? Posted: 19 Jan 2019 10:48 AM PST I purchased some monitors late last year(Acer R240HY). A few weeks later, in a game I'm working on, I started to notice weird pixellated distortions when the camera moved. At first, I thought this was a bug in my pixel perfect setup, or maybe the shader I'm using because I had just added normal mapping. I tinkered around for a couple weeks before I thought to check the monitor's settings. Eventually I found a setting called "OD"(overdrive) that was set to "Normal". I looked this up and read that it can sometimes cause "overshooting" of pixel color. I'm thinking this feature is similar to motion smoothing in modern tvs that cause the soap opera effect, but I'm not certain. Anyway, I switched this setting to off and my problem was solved. The game looked back to normal. My question to all of you, is there anything I can do about this as a game dev? Aside from displaying text telling the player to make sure the feature is disabled, I'm not sure what I could do to prevent it from ruining the look of my game. It's not one of those obvious monitor/tv features where if it's too bright, or the contrast is too high, you know to turn it down. The player would actually have to know about it before they could solve the problem for themselves. I've tried searching for how to solve this issue, but I'm coming up empty. tl;dr Monitor's with overdrive on by default are giving me anxiety, is there anything I can do to detect or counteract its effects? [link] [comments] |
Posted: 19 Jan 2019 04:08 AM PST Edit: I FIXED IT! I moved the Destroy(tempCollision.gameObject); up a line... Hey guys, As the title suggests, I've literally just started learning Unity recently and I'm practising by making a side scrolling shooter. I've been following a Udemy course about it and (to my knowledge) I've been following the tutor's instructions to the letter, but at the point where he tests his and it works fine, by projectiles go straight through my enemies. I did post a question to them which got a response, they suggested that perhaps the projectile is going too fast and check there was a Rigidbody 2D attached - both of which were already collect. I'm a bit stumped at this point and so I thought I'd post here to see what you guys thought. I bet it's something really simple I've not done. Please see my projectile code below: using UnityEngine; using System.Collections; public class DestroyEnemyAndProjectile : MonoBehaviour { } Thanks for your help! [link] [comments] |
Good Programs for Long-Distance Collaboration Posted: 19 Jan 2019 09:58 AM PST Hey guys, this is my first time posting here, and I have a quick question. Some friends and I came up with an idea for a game recently. We each have game development experience but in different areas (programming, art, music, etc.). We ran into a small problem though: we all go to different universities. Driving to either of them would take more than 2 hours. This makes things like file organization, quick real-time feedback, and goal management difficult. I was wondering if anyone knows of any good programs for long-distance indie game development and collaboration. If not, tips for long-distance collaboration are welcome too. Thanks in advance! [link] [comments] |
Posted: 19 Jan 2019 05:30 AM PST Are the pixels simply a 2d array much like in tile based games? Any good resources on 2d image algorithms for lines, circles, algorithmic dithering etc... Would unity's api be suitable for advanced runtime editing of images? [link] [comments] |
Looking for a project posted here a few months ago, haunted house game Posted: 19 Jan 2019 06:23 AM PST Do you guys remember a post that was made here, it was a GIF and you as the player were a ghost and your goal was to scary the other human players I think and you could become objects like the lamps, couches etc... can someone help me out? Really curious about what happened to that project, thank you. [link] [comments] |
MakeCode Arcade: Retro Gaming, Modern Programming Posted: 19 Jan 2019 12:03 PM PST |
Does anyone want to help test my game? (Android) Posted: 19 Jan 2019 11:48 AM PST |
Posted: 19 Jan 2019 11:22 AM PST |
Looking for partners to make a 2d rpg game in unity Posted: 19 Jan 2019 11:10 AM PST I'm making a 2d game in unity and currently trying to join a team together, I need someone capable of making 2d character animation as a background and tillesets. Another c# programer would be welcomed as well. Also want to get a sound artist and a writer or someone capable of character's background story, etc. I'm very comfortable with unity, but this is my first project with a team, so I will be very open to suggestions and help :) [link] [comments] |
Making beatmaps for rhythm game? Posted: 18 Jan 2019 11:36 PM PST I posted something similar to this in the GameMaker sub, but wanted to post it here too in case anyone had some ideas. I am in the process of making a rhythm game and have been using GameMaker's timeline feature to instantiate beats at various moments/(frames). However, this process is very time consuming and takes a lot of trial and error to line up the notes to the beats. Even then, it's not always in sync. Is there a more efficient way to do this, and is there a way that I could make sure the beats are fully synchronized? It is also a pain having to play through the song up until the last point I worked on to see if the notes are aligned. It has taken several hours to do 20 seconds of the song. Is this the only way to do this or am I missing something. Is there perhaps a better game engine to do this sort of thing in? I know there are some beat detection algorithms out there that can make a randomized map, but these usually don't play well and change every time you replay the song. [link] [comments] |
GameDev Challenge - Survive, Loot, and Discover! It's Time for the Dungeon Crawler Challenge Posted: 19 Jan 2019 10:53 AM PST |
Posted: 19 Jan 2019 10:32 AM PST Conceptual question here: I'm making a city builder on Mars, but the question of roads came up. They're gonna be undergrounds, if they exist at all. But it's roads that to a big extent make the game organized, dynamic, and challenging. If anyone has ideas, feel free to contribute! [link] [comments] |
Screenshot Saturday #416 - Premium Content Posted: 18 Jan 2019 08:12 PM PST Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: Do you usually buy the Collector's Edition (or any edition that's more than the standard game) for your favorite games? [link] [comments] |
Posted: 19 Jan 2019 10:29 AM PST I've decided that I'm going to go to school for game development. I've been browsing local colleges as well as places like Full Sail Uni. I was just wondering if people here have gotten degrees, and if you did what college was it from, what's your degree and how was your experience? [link] [comments] |
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment