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    Thursday, January 31, 2019

    This is how I make "Caroline" a 2D game made entirely in watercolor

    This is how I make "Caroline" a 2D game made entirely in watercolor


    This is how I make "Caroline" a 2D game made entirely in watercolor

    Posted: 31 Jan 2019 07:03 AM PST

    Physics-based VR prototype

    Posted: 31 Jan 2019 08:15 AM PST

    I recreated Hearthstone's Swipe animation to show off an easy way to make cutting/slicing VFX.

    Posted: 30 Jan 2019 02:40 PM PST

    I'm cashing in that once-per-game release thread now for WARP-TEK, my colourful dog-loving space shooter! :D <3

    Posted: 31 Jan 2019 07:28 AM PST

    I released a game! And it looks cool! I did marketing! Colours! Aaaaah! :D <3

    Check out the Steam page here: https://store.steampowered.com/app/924870

    It's also on Itch.io, GameJolt and Green Man Gaming if you're interested in any of those platforms. :)

    Now for the technical maybe-interesting stuff: I made this game using Linux, so I exclusively used Linux-native software(with the exception of borrowing a Mac to test out the OSX build>.>), like the Godot Engine(which is my digital soulmate), Aseprite, kdenlive, Audacity, and probably more stuff that I'm forgetting right now.

    I didn't run into any issues with the Godot Engine besides a few tricky optimization issues(that I used the engine's profiling tools to sort out). Who'd have thought that running "get_viewport_rect()" 20 times per frame would slow things down?:D

    Since I think that tracking progress in quality of games is pretty important each release, I feel like WARP-TEK is significantly better than my previous "big" release "Mass O' Kyzt", which really isn't that great in my opinion but despite that some people still liked it so..? WARP-TEK's more polished, more directed, and has a more cohesive design than Mass O' Kyzt did- even at all points during development.

    If there's anything else you wanna know feel free to ask me, I just thought I'd throw out a bunch of words here because I feel bad about just posting my game link to this subreddit^^

    submitted by /u/kwongo
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    Hi Everyone! If you need some unique ambient for your projects, I recorded 6.4 GB sounds in Ho Chi Minh City like traffic sound, crowds, trains, industrial harbor on over 20 different locations. It is all royalty free and I hope you can use it

    Posted: 31 Jan 2019 07:18 AM PST

    Shortcuts to Making a Game in 48 Hours (And a word on Game Jams)

    Posted: 31 Jan 2019 10:58 AM PST

    Remember the knock-off 100-games-in-one cartridges for the Gameboy? How were they made?

    Posted: 31 Jan 2019 05:18 AM PST

    Hi everyone,

    I just had a flash of nostalgia thinking about a '100 games in one' cartridge my father bought from a flea market in Prague.

    I'm sure gameboy owners are aware of them.

    Essentially, instead of having a single game on a cartridge, they'd have 10-20 unique games on them, so the same game on them under five different names.

    Those games ranged from complete trash to exact copies of Mario Land and Tetris. The one I had was also pretty buggy and didn't support saving, but I'm sure there were more sophisticated fakes out there.

    I've since wondered how these were made in the first place.

    Was there a way to extract the actual game code from a cartridge?

    And weren't Gameboy cartridges highly memory restricted? Was there zero DRM?

    If anyone has any experience with GB(C) emulation or perhaps actual Gameboy development, I'd love to hear your insights!

    submitted by /u/jk-coding
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    My slightly less optimistic take on quitting your job to make a game

    Posted: 31 Jan 2019 05:15 AM PST

    Thread on sexism and transphobia as female game dev by @delaneykingrox : "20+ yrs experience & several games of the year, Transitioning from presenting male to female goes like this. As male: headhunted by studios, flown to interviews overseas. As female: just email no response to CV

    Posted: 31 Jan 2019 12:57 AM PST

    Solo devs, How do you motivate yourself to work?

    Posted: 31 Jan 2019 10:13 AM PST

    I'm a month off from release and I feel very unmotivated to work. I have a trello with all my remaining tasks listed and broken down. I have Unity open. But I can't push myself to make progress. to tackle these tasks. I end up just sitting at my desk for hours doing nothing. then regretting how much I could have gotten done if I just worked.

    Do any of you have experience with this? How do you handle it? Do you have any advice or further questions?

    submitted by /u/ThefitzyG
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    Our Goldilocks Method of Development

    Posted: 31 Jan 2019 11:20 AM PST

    Hey everyone!

    I'm one-half of a two-man development team and we recently posted up a blog article about how we managed to reduce the scope of our original game idea, which was basically a massive open-world base-building item-crafting spell-crafting RPG, into something much more manageable and inspired. The reason we wrote this particular piece is to, hopefully, help many of our fellow devs with their concerns regarding some of these very common pitfalls, with particular attention to scope. The article itself is more high-level and abstract, but runs through our development process of the passed year (beginning in November of 2017).

    I hope you find it helpful! I can answer any of the more technical questions in the comments below, if you have any. Bear in mind I'm an artist/designer, and my brother u/nickjvaccaro (the other half of the team) can answer coding related questions.

    Thanks again, and keep pushing your work!

    http://synersteel.com/blog/2019/1/31/goldilocks-method-of-development

    submitted by /u/PantherOne
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    Here is a small trick on how to make grass look more dense

    Posted: 30 Jan 2019 02:32 PM PST

    Reaperi Cycle Dev.: How to make a game on the Dreamcast?

    Posted: 31 Jan 2019 11:07 AM PST

    Looking for some academic material on the history of video game design

    Posted: 31 Jan 2019 11:05 AM PST

    Hi, for part of my thesis I need to find out how game design has changed throughout the years. Many 80's arcade games had lives so the player would spend more coins to play again. However most modern games don't have a lives system as you have already paid for them.

    submitted by /u/TheJammy98
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    Remote Mods/User Generated Content hosted remotely by users - Do the rules apply?

    Posted: 31 Jan 2019 08:30 AM PST

    I'm making a game that will soon have remote mods (basically, downloading mod data from either an official server or a server hosted by a player). Would I have to censor access to someone else's server, as described by the Apple/Google Play UGC rules?

    I don't have the power to control other people's servers, but at the same time I imagine it'd be easy to download things not allowed by either Apple or Google Play that way. I don't know how apps like those photo gallery apps that allow adding photo gallery service providers do it.

    I don't host the UGC myself, at most I host official game-specific assets that function the same way as mods. Meaning most UGC would come from remote servers hosted by other players. My game has no persistency, so the content would only be seen by players within the circle of acquaintances for a particular server.

    Hopefully I can explain myself properly. Would appreciate if anyone would be willing to suggest anything! Thank you kindly.

    submitted by /u/LittleCodingFox
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    Create Multiplayer Game with JavaScript using Froobit JS

    Posted: 31 Jan 2019 10:02 AM PST

    Why not release a game on EPIC Store cheaper than Steam?

    Posted: 31 Jan 2019 07:45 AM PST

    I have seen many games going out of Steam to Epic because the smaller cut, but why not release your game on both with EPIC having a smaller price than Steam to give the user an option to pay less on EPIC or maintain everything centralized on steam.

    submitted by /u/Gradash
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    An experiment in playing to your strengths – Development of RPS _OVERDRIVE

    Posted: 31 Jan 2019 09:52 AM PST

    With the release of RPS_OVERDRIVE happening just a few days ago, I thought I'd take the chance to reflect on the project so far, and how it was developed to play to a programing-centric developers strengths - perhaps giving a few of you out there some creative ideas on how to cover your weaknesses that often prevent you from finishing a title.

    A little backstory:

    Over the summer of 2018, I was travelling quite a lot, meaning I had little time to work on gamedev. Committing to any form of long term project was a big no-no. However, I wanted still wanted to fulfil my need to work on my favourite hobby in my spare time and so needed to a project that could be built on my laptop as I was moving from place to place, that could be picked up and worked on in the odd hours I had spare here and there.

    Seed of inspiration:

    I was sat on discord playing some games with my friends as they were joking about the rock, paper, scissors principle in fighting games (e.g. Attack > Grab, Grab > Block, Block > Attack). This joke was reductive – oversimplifying the nature of fighting games to make them seem much less complex than they actually are. This sparked an idea though! Why not try and reduce the idea of a fighting game down to a single core element - distilled rock, paper, scissors based gameplay.

    And so the idea for RPS_OVERDRIVE came into being!

    The approach:

    As mentioned, the time for this project was few and far between and there was no chance of any major collaboration (no time to even think about hiring an artist, level designer, musician…etc). Programming would be no problem – I am a programmer by nature – but I knew that I would not be able to spend loads of time drawing art and creating music. Even though these are both tasks I can do, as a programmer, these tasks take too long to do traditionally… Meaning I needed to find an alternative method of creating visuals and audio!

    Pixel art, animations? Too slow. Instead, I primarily relied on photography and regular drawing! Whilst travelling, I made a conscious effort to try and take some very symmetrical pictures that could provide backdrops to my fighting arena. Green forests, fancy buildings and even the back of a train seat all contributed to the set of 10 stages that exist in RPS_OVERDRIVE!

    A few of the characters were also taken from photos of birds and animals that I had snapped whilst away. Each photo only required a small amount of post-processing in GIMP2 to make it game-ready! Other characters were drawn in paint, some in GIMP2… I think 1 character was drawn on the back of a napkin in biro before being photographed and added to the game!

    The methods were manic and not particularly meticulous but they got content into the game. Each character was then animated through movement of a static sprite only – using effects like translation, rotation, warping and skewing are easy for a programmer to implement and require no additional art (a win-win for me!).

    The music was added using the abundance of free commercial-use content available to creators on the internet. Although it took some time to trawl the hundreds of minutes of music for the right stuff, once you find it you're golden! This process can also be sped up by downloading playlists of potential music onto your phone and listening on the go – I picked my favourite track while I was on the train! It is also important to check the licensing of any freely sourced content, ensuring accreditation where applicable and correct legal use.

    Programming! It is my biggest strength but that does not mean I should unnecessarily bite off more than I can chew! If anything, it should mean that I have a better understanding of how much I can implement, and more importantly, how long it will take. Just because I could add something to the game, doesn't mean I should – this is a vital distinction I feel any type of gamedev should understand.

    Summary/Feelings:

    Creativity is limitless, so if we never limit our ideas and creations, we will find ourselves with an endless project that never gets released – an option that shares none of our creativity with the outside world. I wanted to add more characters, I wanted to add more music, and more game modes, and more VFXs, and more jokes, and online play, and more, and more and more – BUT! I had to stop myself from implementing more and more, because the most important thing to me was to finish the game. The game had to capture my idea to a point that I was satisfied – but it also had to finish eventually.

    And so it is finished! The game was completed and somewhat represented a good chunk of the ideas sat in my head. Was it perfect? No, but to me, it has successfully captured a time in my life that has now been frozen and preserved online for me to look back on with a sense of achievement – and that makes me happy.

    I hope this post gives some others ideas on how to use their strengths as a gamedev to finish their games!

    If you'd like to check out the game, it's available on itch here and watch the trailer here.

    ~one happy madbookstudios developer

    submitted by /u/madbookstudios
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    Unity 2019.1 beta - Unity Blog

    Posted: 31 Jan 2019 09:39 AM PST

    Features

    - Incremental Garbage Collection (Experimental)

    - Shortcut Manager

    - More GPU Lightmapper Functionality (Preview)

    - Scene Visibility

    - Particle Improvements

    - Android SDK and NDK installed with Unity Hub

    - Android Logcat integration (Package)

    - Faster iteration with Scripts Only patching on Android

    - Editor Console Improvements

    - Timeline Signals

    The Unity's blog post.

    submitted by /u/igd3
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    An introduction to the theory and math behind standard Phong lighting

    Posted: 31 Jan 2019 09:25 AM PST

    I've got ideas but no skills - what should I do?

    Posted: 31 Jan 2019 12:23 PM PST

    So I am a big gamer and I have an idea for a project of creating games of a certain type. However, I have no knowledge or skills regarding game development and design. As devs and fellow gamers, what suggestion you might give. Should I?: 1) Contact a game dev company which already has made a game of the type I have an idea for; 2) Learn it myself and try to make it; 3) Gather a team of devs who can share my vision and try to do with them.

    submitted by /u/Vampire_Maester
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    Knights of Honor and similar graphic concepts

    Posted: 31 Jan 2019 11:48 AM PST

    So as far as I understand games like KoH and Kingdoms sprites were built by taking 3d models and animating/capturing them in a 3d software the making Sprite sheets out of those animations is this a relatively easy process modeling aside? And are there simple ways of streamlining the process?

    submitted by /u/NayrbEroom
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    Beta Testing, Discord Server

    Posted: 31 Jan 2019 11:40 AM PST

    I have posted about this before and im sorry if this breaking any rules.

    I have created a discord server where developers can find individuals willing to test and leave feedback on their games to allow the testing stages to go along at a much smoother pace. The server as of when I am writing this has 296 members and 16 games currently listed for testing. Hopefully both of these numbers grow to ensure efficiency for all involved. If you wish to join or know someone who may wish to the link shall be below. It would be handy if you could upvote this so that a wider amount of people may read it. Best of luck to all!

    https://discord.gg/KKGda4j

    submitted by /u/DrFoster88
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    What was your experience working with a PR / Marketing company? Was it worth it?

    Posted: 31 Jan 2019 01:04 AM PST

    Hey. Music producer here, i use fl studio and can make any genre of music ESPECIALLY for game soundtracks,

    Posted: 31 Jan 2019 11:19 AM PST

    If you need anything you can send me a message and we will discuss your needs.

    https://www.youtube.com/channel/UCxDyI8t87-L9x7lIfjh1gNw

    -- yes i typically make electro music but i can make other stuff too.

    submitted by /u/MSDLF
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