Re-return of the Networking Thread! Post your gamedev-related Twitter |
- Re-return of the Networking Thread! Post your gamedev-related Twitter
- GitHub now offers free + unlimited private repos
- Yellowstone National Park releases an audio library of field recordings from the park.
- Hi Everyone! If you need some ambient for your projects, I recorded sounds around New York City like traffic sound, people talking, laughing and subway sounds at 10 different locations. It is all royalty free and I hope you can use it
- Panda Game Engine 1.10.0 Released
- What are some must reads?
- A small project i did..Low Poly Car Controller Unity3d..any critique is appreciated
- When working at a studio, what major differences can there be in terms of coding standard, practice and structure compared to when you're writing for yourself?
- 2 years ago, I planned to give up engines, and go as low as it gets. I have nothing to show for it.
- Strategy Game Demo using Castle Game Engine and Tiled
- Pathfinding and environmental awareness
- Should I sell my small game for free or for a low price, like 1-2 USD?
- Simple User database solutions?
- Crash report uploader
- Teaching myself AI, and thoughts so far.
- Buying complete browser games(.io)
- How to work efficiently without a concrete plan for a game
- Free Music for Free Games (Celtic, Pirate, Medieval)
- Avoid copyright
- Termgine - game engine for making terminal-based games.
- What's so bad about gamemaker?
- We listen to your reviews and Banana Racer Pro now has a free version in the AppStore!
- New Gamedev Laptop Suggestions
- How to showcase/tease/make devlog videos about a puzzle game?
- Classic Game Postmortem - Bejeweled
Re-return of the Networking Thread! Post your gamedev-related Twitter Posted: 07 Jan 2019 07:40 PM PST Post your gamedev-related Twitter account here and use this thread to find new people to add to your personal network. Other devs will prefer adding your personal account, as opposed to a player-facing one, but feel free to post more than one account (and specify what they are). Out of respect for others, keep your post short -- we don't need your life story, just a link and a short blurb! Do this right and maybe next GDC, you'll glance at the tiny little Twitter handle on the badge of that person you just met and realize that you're actually long lost friends! [link] [comments] |
GitHub now offers free + unlimited private repos Posted: 08 Jan 2019 02:46 AM PST |
Yellowstone National Park releases an audio library of field recordings from the park. Posted: 07 Jan 2019 11:51 PM PST |
Posted: 08 Jan 2019 04:17 AM PST |
Panda Game Engine 1.10.0 Released Posted: 08 Jan 2019 11:00 AM PST |
Posted: 08 Jan 2019 10:39 AM PST To many people looking to learn more, enter or even brush up in the are; what are some books and or articles you'd highly recommend or see as must reads? [link] [comments] |
A small project i did..Low Poly Car Controller Unity3d..any critique is appreciated Posted: 08 Jan 2019 12:23 PM PST |
Posted: 08 Jan 2019 06:25 AM PST I'm a student at the moment writing programs for myself. I imagine that when you start at some sort of studio, there are potentially significant changes in coding style and whatnot that one must undergo to adapt to the project among other factors. What could these changes be and what do they emphasise? [link] [comments] |
2 years ago, I planned to give up engines, and go as low as it gets. I have nothing to show for it. Posted: 07 Jan 2019 09:21 PM PST After 6 years of on-and-off programming and gamedev, two years ago i planned to go as low as it gets, give up Unity, Godot, and all the glits and glamour of engines and start with a basic framework like SFML. I couldn't wrap my head around lack of a GUI so I switched to XNA and various level editors. I didn't like it. It was too high. People recommended SDL. Still too high. I learned about rasterization. I learned OpenGL. I learned GLSL. I learned them, but I have nothing to show for them. There's this wonderful Immediate Mode GUI lib called Dear Imgui. I tried to make an engien using that, and OpenGL. I failed. I have nothing to show for my journey. I was ransacked, My caravan camels died. Highwaymen took my belongings. I FAILED. Sorry for ranting, but now I'm back at Unity. And I must say, it feels great. Maybe I can apply my newfound knowledge. I became interested in graphics programming. I'm currently planning on a node-based After Effects clone using a wonderful library called NanoVG. You know, I may not have anything to show for my journey, but I don't regret it, at least. Again, sorry for ranting. Thanks for reading. Bye. [link] [comments] |
Strategy Game Demo using Castle Game Engine and Tiled Posted: 08 Jan 2019 09:06 AM PST |
Pathfinding and environmental awareness Posted: 08 Jan 2019 07:37 AM PST Hi guys, we've produced a very short devlog about the pathfinding / environmental awareness part of the AI development process for our game. It describes how we've solved the problem of allowing AI soldiers to make different pathfinding choices, more intelligent than just take the shortest path. We will probably expand upon this in the future by describing more, such as how to make the AI avoid exposed routes in favor of more concealed ones, if possible. And also for the AI to be able to navigate to lookout positions and expose and discover enemy players. [link] [comments] |
Should I sell my small game for free or for a low price, like 1-2 USD? Posted: 08 Jan 2019 12:12 PM PST If I put a price tag on it (even if it's very cheap), how much will that decrease the demand? (if it even does) From my point of view:
From a player's point of view:
Should I just give it for free, and for example suggest them to subscribe to my YouTube channel, which would increase my income and publicity a bit? Should I rely on their kindness? Ads are out of consideration because it will be an offline game. (And I hate them anyway) What's your opinion on this whole free or symbolic amount thing? How do you decide what is the optimal price tag for your game? What are your experiences in these kind of matters? Thanks in advance! [link] [comments] |
Simple User database solutions? Posted: 08 Jan 2019 09:40 AM PST I am building a multiplayer game in Godot. I've been looking into hosting solutions for the non-game stuff such as
The two type of choices I can find are things like PlayFab, GameSparks which just seem like overkill to me or rolling something of my own with predefined libraries (bcrypt, flask and sqlite in python for example) which I think is too far in the other direction. I'm looking for simple API that isn't overwrought with a lot of unnecessary necessities. Just something that has basic 2FA Authentication and user database queries. Thanks for reading. [link] [comments] |
Posted: 08 Jan 2019 07:56 AM PST Hey guys, I'm working on a video game that I'm going to release soon on steam, in about 2 months. Lately I've been improving the logging mechanism and the crash report tool. However, steam does not offer any way to upload crash report. So here comes my questions:
I'm working on a tool that allows you, via an API, to upload a tarball. This tarball shall contain logs, hardware configuration, game version, savegame, screenshot (everysingle information needed to reproduce the issue). This tool will be able to parse the crash reports and tries to give you a birdview report of the crashes. Since it is an API it is going to be platform agnostic. Also you won't need to keep a HTTP connection opened, because you only send a HTTP POST request when it crashes.
[link] [comments] |
Teaching myself AI, and thoughts so far. Posted: 08 Jan 2019 05:49 AM PST This is not a devlog, I wont mention anything specific about my current project or promote it. This is about my first time implementing AI, deciding to do it without reading too much on the subject, and testing if my preconcieved notions would work. I am wanting to teach myself AI by trial and error - only looking for outside help when I hit a wall. So far, no walls, but a lot of ways I can see I need to improve on! Some basics about my project, 4 to 8 player strategy game: build your army, conquer regions, improve economy and defensive buidlings, conquer more regions, repeat. I made an early decision to have no moving units, just unit totals. If you attack a region all of your and the targets units are involved - and no way to see any opponents army size, just any defensive buildings they have in that region. My first idea was to have flags. First on if a faction is AI, and if so to then play based on other flags: ShouldBuildArmyDefense(just to a certain level). ShouldBuildArmyAttack(where it builds until it has enough to attack a region, currently at 2x the power of the regions defense value). ShouldBuildEconomy(buildings that boost resource generation). ShouldBuildDefense(starts off by seeing what units you can build. More advanced units require buildings, followed by improving the castle, followed by other defensive buildings - debating on if this should be broken down further). HaveIBeenAttacked(basically an emergency trigger to rebuild the army). So I have my flags set, and have initial start flags for the factions. Based on flags, it then iterates through its options. If it need to build an economic building and an army to attack, it will work to do both. Checks resource levels and spends just like a player would, until it reaches the required amount. Than it either builds the building or attacks when it has enough attack power. Based on that, it randomizes between its next tasks. And this is pretty much it, in its most simplified form. After this, I have worked out ways to improve it. 1) At the start of the map, having it randomize its initial flags. 2) creating some default behaviors, such as more likely to turtle, or attack, or where its not random - it always builds defensive army, than an ecenomic building, than a defensive buidling, than it builds an army to attack, and he process repeats. 3) work out a way to have it choose better based on lack of a certain resource, attack a region that will have a lower defense, etc. I like my first attempt at AI, and it has taught me a lot about how I work as a programmer. Next task - read up on how others do AI, see how my way compares, what I am doing that can vastly be improved, or what I may have gotten right! [link] [comments] |
Buying complete browser games(.io) Posted: 08 Jan 2019 01:15 PM PST Looking to purchased completed games! Interest in anything, even inactive projects. Shoot me a PM and let's work [link] [comments] |
How to work efficiently without a concrete plan for a game Posted: 08 Jan 2019 01:00 PM PST I find that I can work extremely efficient if I know exactly what to make, my games with the most features are basicly clones of other games. But often my game ideas are just a bunch of concepts and not as complex as I want the final game to be. How can I work as efficiently as with a concrete plan without spending weeks on making one? [link] [comments] |
Free Music for Free Games (Celtic, Pirate, Medieval) Posted: 08 Jan 2019 06:57 AM PST |
Posted: 08 Jan 2019 12:50 PM PST Im new to game development and starting study this year to help me improve however I recently saw a game on the app store that had heaps of bad reviews and had some cool ideas to make the basics of that game better and make that game work for me. So my question is how do I avoid getting caught up with copyright? [link] [comments] |
Termgine - game engine for making terminal-based games. Posted: 08 Jan 2019 03:03 AM PST Hello, I was bored on my Linux and I was looking for some terminal-based games. I was surprised that, there aren't many games. So my question was... why? Then I started digging for some game engine specifically to make that kind of games. I found that engine written in Go, but it's not well documented. And that's it! No more game engines for terminal-based games! So why not write my own engine? I don't have to worry about some 3D OpenGL stuff, so it should be easy. Since .Net Core is cross-platform, it should work. I've started my own project on Github callled Termgine, which can be found here. It's more like a library/framework for now. I have set Travis cloud builds, Github Wiki, Trello tasks, beautiful Readme and version 0.2.0 of Termgine. For now it's using .Net Core and Console What do you think about it? Maybe I should pick different technologies? [link] [comments] |
What's so bad about gamemaker? Posted: 08 Jan 2019 08:52 AM PST Please enlighten me. After watching hours of tutorials on Gamemaker, I'm not seeing why people shit on it so much? Starting with GML seems to have everything I would want for the fairly large 2D management/RPGish game I'm looking to start - it should be able to handle it right? Unity of course would be good and has a ton of features, but the $1500 barrier of entry seems to be a bit much for my first game that I'm not sure will ever get finished (I'm sure a lot of you can relate). Should I just bite the bullet and drop $1500 for Unity? What's the big deal about why people dislike Gamemaker? History of ToS changes not in favor of devs? Lack of features that other engines have (what are they)? I dunno.. [link] [comments] |
We listen to your reviews and Banana Racer Pro now has a free version in the AppStore! Posted: 08 Jan 2019 12:11 PM PST We had promised them a free version of Banana Racer Pro and here they are! https://i.redd.it/5txplh14b9921.jpg I hope that now if you can prove it, I would love to hear your comments! By the way, we have waiting to review an update that shows fewer ads and has a bug that sometimes happens when you press pause. [link] [comments] |
New Gamedev Laptop Suggestions Posted: 08 Jan 2019 12:07 PM PST As the title suggests, the motherboard on my five-year-old Lenovo Y510P laptop has finally bit the dust...so I'm in the market for a new laptop. Any suggestions? What's everyone using? Here's some context. My family moves around quite a lot and building a PC simply isn't do-able for me right now. I've budgeted around $1200 for another laptop and accessories. My software use includes Maya, Unity, Unreal, and Photoshop. I'm not building any huge games so I'm more shopping for longevity's sake than performance. A decent GPU and video card in the price range would be nice. :) [link] [comments] |
How to showcase/tease/make devlog videos about a puzzle game? Posted: 08 Jan 2019 11:49 AM PST I'm thinking about making a puzzle/explore game, but I also want to make videos about my progress, so I can make a community around it during development. But I don't know what could be the content of the videos without revealing any punch lines/secrets or ruining the joy of exploration. How could I make the player interested in the game during development time? [link] [comments] |
Classic Game Postmortem - Bejeweled Posted: 08 Jan 2019 11:44 AM PST |
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