• Breaking News

    Saturday, January 5, 2019

    This is what happens if you spend 50 bucks on Twitter ads

    This is what happens if you spend 50 bucks on Twitter ads


    This is what happens if you spend 50 bucks on Twitter ads

    Posted: 05 Jan 2019 06:23 AM PST

    Day and Night

    Posted: 04 Jan 2019 03:42 PM PST

    Learn 3D Modeling For Games Live On Twitch (Free) - 50 seats available!

    Posted: 05 Jan 2019 06:10 AM PST

    Hello,

    I am Waqas and I am a 3D Artist, Game Developer & Educator. In the past year, I taught Blender 3D to 3 batches of students online live on Twitch & for free. I was happy to see how it worked out, below are some of the selected 3D renders from all 3 batches produced after take 18 hours of online classes.

    Who can join? Anyone actually but before I anything I'd like to have a chat and know your level. It's extremely important for me to teach and help individuals produce good result.

    To join, message me on Reddit. I hope to have you in the next batch!

    Good Day!

    https://i.redd.it/l5pcakee3m821.jpg

    https://i.redd.it/64kikyze3m821.png

    https://i.redd.it/zdcu5a9g3m821.png

    https://i.redd.it/ytefbpig3m821.png

    submitted by /u/makeindies
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    My way of visualising sounds made by the player in foliage. Any thoughts/tweaks?

    Posted: 05 Jan 2019 10:29 AM PST

    A look at my wishlist activity wish some helpful pointers

    Posted: 05 Jan 2019 01:27 AM PST

    First, take a look at the chart:

    Steam Wishlists

    There are a few distinct landmarks on that line. First, when I made my Steam page public and started telling people they could add my game to their wishlists, I got about 100 wishlist additions.

    Next, there's a tall peak in the middle. That was a little bit of an accident. A long, long time ago, my game passed Steam Greenlight and I started entering my game's information. I had to put in a release date, and I figured I would be done by April 2018 and that's what I entered, then forgot about it. Then when April 2018 rolled around, whatever my release date was, Steam put my game on New Releases. I got some extra publicity for a couple of days and that was worth 300 wishlists. Like I said, this was an accident, and I hope Steam will put my game back on New Releases when I actually do release the game.

    The last, most significant section of that chart shows 2700 wishlist additions in the last 3 months. That activity is mostly because I fixed the tags on my game. At first I just gave my game a couple of generic tags: Strategy and RPG and maybe one or two more. I added many more specific and related tags: Turn-Based, Turn-Based Combat, Turn-Based Strategy, and Turn-Based Tactics, just for starters. Those are all separate tags that other people have already applied to other games.

    Checking my game's number of impressions, I see a sharp increase in visits referred from other Steam games starting right when I fixed my tags. Those visits were from players who were looking at similar games, and when they saw my game, they wishlisted it.

    So the moral of the story is this: There are probably more tags than you think and they can get pretty specific. Find games similar to yours, see how they're tagged, add those tags to your own game, and you'll reach the players who will want to play your game.

    submitted by /u/NathanielA
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    An Open Letter to the Video Game publishing industry.

    Posted: 05 Jan 2019 06:26 AM PST

    Dear Publishers,

    Your launcher competition is driving me nuts as a consumer. While I understand the competitive advantages these launchers mean to your business, I as a consumer yearn for the convenience brought about by a single launcher, combined with the convenience brought about by the single brick and mortar storefront. Having to keep track of which store to get which games, and later which store to open to play those games is a pain. Having to maintain separate friends lists and communities in each of your market places does not bring us together but splinters us off.

    Here is my ask. What would it take for all of your launchers to provide a standardized open API, so that a third party could integrate launchers into a single platform. Ideally when I log into this platform I could find my entire library of games, regardless of where I purchased them. I could see my entire community of friends and they could see me, regardless of which companies game I am playing. I would be able to browse games and sales from all of your storefronts from this single application.

    I understand the API would have to include someway that adhering to it would mean that you got value back from the consuming side without bias.

    Can we as a community have an open conversation about this concept? Maybe I am off my rocker, but I feel like there could be a way to make this work.

    Thank you for your time.

    submitted by /u/Yri_
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    Is anybody interested in c++ hot reload under linux and macos?

    Posted: 05 Jan 2019 10:01 AM PST

    AI/Deep Learning assisted game development

    Posted: 05 Jan 2019 11:05 AM PST

    As time progresses and singularity is achieved the one thing that will stop gaming from exploding in a similar scale is the limitation of man hours and budget. As a IT professional and a consumer, I can't help but see a great contribution that AI can provide to the game development process to automate certain development processes to aid the developers in addressing scaling issues with game content and adding further gameplay depth into these entertainment platforms.

    Am I being delusional here, is there any evidence of this so far?

    submitted by /u/NetworkGuy22
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    Good cheap anti-cheat?

    Posted: 05 Jan 2019 05:07 AM PST

    The developers of Soldat (if you know that game, soon to be coming to steam) are looking for a good but cheap anti-cheat for their game, as the other ones they looked at were like 6000 euros per month to use...... Is there any? Ty

    submitted by /u/BasketballHighlight
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    A video showcasing my mini SRPG mechanics - Preemptive Battle, Tactics system - More info in the comments

    Posted: 05 Jan 2019 11:50 AM PST

    Inspired by "Ori and the blind forest", trying to inplement the "stomp" mechanic into my game "Soul Piece" , feedback is appreciated :)

    Posted: 05 Jan 2019 11:39 AM PST

    Need Advice From You Kind Devs

    Posted: 05 Jan 2019 10:55 AM PST

    So I'm a dev with a small 4 man team, and we just released our first game on Steam last month (Dec 17). I won't post it unless you ask, because I'm not sure if that violates the Sub rules. Anyway, I'm here for advice because we have not had the splash we hoped. Despite contacting over a hundred press and Youtubers specifically targeted to our game type, and giving keys to dozens of legitimate press and Youtubers who requested keys around launch, we just haven't gotten there yet.

    We know success is never assured, and sometimes it takes time, but according to the feedback from the players we do have, we actually have something special on our hands here. We have been working on improving our tutorial, but overall people really enjoy the game and find it unique and appealing. We didn't do early access and were committed to releasing a complete game, and we are proud we did that in 2 years. People seem to respect that. We released an update the day after Christmas fixing bugs and improving game play and tutorial to show the community we care about our game.

    We have been promoting the game for the last 8 months on social media (Fbook, Twitter, Insta), but had a hard time gaining a following. When we announced we got coverage from PC Gamer and Rock Paper Shotgun, but this got us a few hundred wishlists that haven't really converted yet. I feel my company have done everything right, but are still struggling to find our break. We posted regularly, with quality original content (often video) and appropriate hashtags and such. Everyone who hears the idea for the game instantly gets its appeal and is interested. We just never made a splash.

    Is it our release date? Dec 17 was a risk, but because we already went over time to finish the game we just couldn't delay again. We knew it was a risk, but figured we would get the coverage in Jan. (still might happen).

    Maybe the price is too high? ($15) People are just waiting for a sale? This would be difficult for you all to determine without me posting it, so let me know.

    Should we be worried? I feel like we are primed for success, just waiting for our break. Maybe it won't happen!

    Sorry for the wall of text, I just need some guidance or ideas right now. I will post links if you all ask for them.

    submitted by /u/cutecatbro
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    How would you spend few hundred dollars to promote a retro game framework?

    Posted: 05 Jan 2019 07:44 AM PST

    I've been developing a $15 retro game framework for a while. I have sales trickling in, but it can definitely do better. The framework is built on top of Unity but caters to code-only development that is more like working on Fantasy Consoles, in the nut shell it's "Fantasy Console + Unity Deploy to Anywhere".

    I'd like to put some of the funds I've earned so far into advertising this framework, if you had several hundred dollars to advertise something like this, where would you do it? I unfortunately have limited social media presence so free follower based advertising is not an option.

    I was thinking of running an ad on Reddit, or Twitter, any better ideas? I'm not on Facebook, is it still prominent in this area?

    Happy New Year everyone!

    submitted by /u/dafu
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    Screenshot Saturday #414 - Perfect Ambiance

    Posted: 04 Jan 2019 08:26 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.


    Previous Screenshot Saturdays


    Bonus question: What was the biggest thing that happened with the development of your game/project in 2018?

    submitted by /u/Sexual_Lettuce
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    Thinking about monetisation of multiplayer games just makes me feel a bit sick

    Posted: 05 Jan 2019 02:28 AM PST

    Obviously you want to be able to make money from your games, everyone needs to eat, but if your goal is to create a balanced pvp game then there really doesn't seem to be any "good" way of doing it.

    • You need the game to be free to play or nobody is going to play it (and rightly so, who is going to pay for a complete unknown new IP that's multiplayer only no matter how good it is?) and being that it's MP only you need a big userbase

    • Cosmetic only microtransactions won't make you very much money because there's no real incentive for anyone to buy them if they're just a competitive player, and that's the sort of mindset that I want to attract with my games - This also requires constant work from artists churning out new skins month after month. Companies like Valve can manage this for Dota and Fortnite respectively... but those games are designed to get people into their storefronts and even a company as big as Valve have failed this model with Artifact and TF2!

    • Microtransactions that affect gameplay - obviously the best way to make money but if that's what would be required then I'd honestly just rather not make the game. There's already enough pay2win bullshit in the world and from a competitive perspective not a single one of them is actually good. When was the last time you saw a league of professional competitors in a korean MMO, for example?

    It's like you've got the choice between making money or making a good game that can be taken seriously and it's just excessively demoralising.

    Has anyone else struggled through this mental loop? There's surely a way out of it?

    submitted by /u/Randomd0g
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    How to make you open world map looks bigger?

    Posted: 05 Jan 2019 06:53 AM PST

    I not talking about just make your map with 50*50 km, but make it looks bigger, for example, Skyrim. It maps is small with just 6.9 * 5.4 km, but when you look to the map it looks WAY bigger. Maybe with tens of kilometers. How they archive this?

    submitted by /u/Gradash
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    Resources about player physics in 2D platformers

    Posted: 05 Jan 2019 06:45 AM PST

    I have some decent controls set up in my 2D platformer, but I'm wondering about other ways of handling physics.

    Does it feel better to subtract velocity when slowing down, or take a root of it every physics step? Should I add vertical velocity on the frame the player jumps, or should I spread it out over the course of the jump? How should I taper off velocity during a short hop?

    These are questions I'm curious about, and there are a lot of them. A lot of these ideas just end up not working and taking time to program, so I'm wondering if there are any useful resources on 2D platformer physics. I looked it up and found this Gamasutra article, which appears to be exactly what I'm looking for. It shows different ways of handling physics, with simple code examples and suggestions on how different ideas could be implemented.

    Are there any other resources out there about 2D platformer physics?

    submitted by /u/RegakakoBigMan
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    Drawing Software

    Posted: 05 Jan 2019 11:46 AM PST

    Hello,

    I'm looking for decent but free 2D drawing software, preferably the more cartoony, the better. Any recommendations?

    Cheers

    submitted by /u/LokiWantsToPlay
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    Steam Auto-Cloud works great, so what’s the point with the Steam Cloud API?

    Posted: 05 Jan 2019 07:33 AM PST

    I use Steam Auto-Cloud to store player progress and I find it really easy to setup and use. (If you are not familiar with Auto-Cloud, it basically makes your local saved games folder sync across devices, similar to dropbox or google drive. No extra code required.)

    The Steam Cloud documentation says Steam Cloud API provides "greater level of control over the Steam Cloud", but what exactly are the benefits of using the Steam Cloud API over Auto-Cloud?

    And in which scenarios would you choose to integrate the API instead of simply auto-syncing?

    submitted by /u/kingstone426
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    Developer's Diary Today we will talk about modeling of the armor of our characters. The picture shows the process of creating a set of armor for enemies from the game Guns'n'Stories: Bulletproof VR in the program ZBrush. Read here�� www.facebook.com/MiroWinVR/

    Posted: 05 Jan 2019 11:15 AM PST

    Unity Beginner Tips: Useful Visual Studio Shortcuts (F12 and Shift-F12)

    Posted: 05 Jan 2019 10:35 AM PST

    Do Steam review ratings matter to you personally?

    Posted: 05 Jan 2019 10:29 AM PST

    For folks who have published games on Steam, how much does the aggregate rating matter to you? Obviously the better the rating, the more appealing it might look to potential customers, but as a creator, do you take much stock in the rating?

    submitted by /u/Snarkstopus
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    What are the "layers" of computer code?

    Posted: 05 Jan 2019 09:49 AM PST

    I am interested in coding and think I want to learn a coding language sometime. Right now I'm just learning some basics.

    I know at the lowest level of code is the binary 1s and 0s that close and shut gates of electricity flow to tell a computer what to do. And I guess at top we have the stuff we use to code with such as C++ and whatnot?

    What is between these two layers? Does this question make sense? What things translate the different codes into the same 1s and 0s

    submitted by /u/IWasBornSoYoung
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    Looking for a good reference for creating a 2d pixel sidescroller level

    Posted: 05 Jan 2019 06:02 AM PST

    I was wondering if anyone could recommend a good video or article on how to build a 2d sidescroller level in unity. I have been playing around with unity for the past month and making some pixel characters and some ground. I am looking to create a whole level and not just a single camera frame. I am looking for how to create and put together background, foreground, skys, clouds, etc. into a single level. If anyone can help it would be appreciated.

    submitted by /u/asituationilike
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