Made a tutorial that explains how real time parallax placement can be done to make making 2.5D parallaxes in games faster |
- Made a tutorial that explains how real time parallax placement can be done to make making 2.5D parallaxes in games faster
- Dug up an old project from the depths of my hard drive and decided to release all the assets for free
- My game is free. How can I get pirates to download it from my site? (slightly nsfw)
- Formation script with pathfinding for a RTS game
- Westwood Studios co-founder Louis Castle talks about the development of the classic RTS, Command & Conquer: Tiberian Sun
- The failure of an indie SRPG
- Any good tutorials for binary space partitioning?
- Which video game engine is best for ME?
- Steam Likes — service, that shows recommendations on Steam.
- The Illusion of Motion: Making Magic with Textures in the Vertex Shader
- A minimal template for rendering a sprite using SDL2 that compiles to both native binary and WASM.
- Blender 2.8 Subdivision Surface Modeling Tutorial
- GOG lays off "around a dozen," reportedly due to financial trouble
- Our Pipeline for VR Level Design. Step by Step with some neat tricks that allowed us to quickly prototype both UX and scale. Questions are welcome!
- Storing game data
- Unity automated building now available for you, FREE! :D
- Quick question on name trademarks
- Create a custom server for UE4
- Multiplayer Melee AI
- Need something to do this weekend? Try out a game jam!
- Hexagonal Tiling Explained!
- Two gamers discuss the merit of online play
- Any fun to program retro game engines
- Best starter kit
Posted: 25 Feb 2019 05:37 PM PST |
Posted: 26 Feb 2019 05:41 AM PST Back in 2015 we were working on a pixel-art 2D horror-ish platformer titled "Run Like Hell" that utilized a gravity gun to manipulate its environments. Unfortunately the game has never seen the light of day as we chose to pursue different projects. That's why we have decided that instead of letting it sit idly on the hard drive we could release its assets to the public as it might be a decent foundation for someone else's project. You're free to use these assets both for educational purposes and commercially in your work. https://s2.gifyu.com/images/promo_gif_1.gif https://s2.gifyu.com/images/promo_gif_3.gif The package contains:
In return we'd only like you to check out our latest project, Glorious Companions, that's nearing its release on Steam. If it seems like it could be something up your alley, consider adding it to your wishlist. Thank you! https://s2.gifyu.com/images/promo_gif_2.gif Permissions: You can use the art provided by this aset pack for personal and commercial use. You cannot redistribute this asset pack. Asset Pack on itch.io --> https://waxx.itch.io/shadow-mines-asset-pack [link] [comments] |
My game is free. How can I get pirates to download it from my site? (slightly nsfw) Posted: 26 Feb 2019 08:58 AM PST My NSFW game, Miss Agatha's Palace is free on itch.io. When I google Miss Agatha's Palace, the itch.io link comes up first, then some reddit posts I made about it, followed by a swarm of torrent and NSFW game sites that have pirated the game and are rehosting it there. Some claim to have more downloads than I do (although I don't quite trust their numbers). My title screen has the itch url in it. How do I get these players to download it from me instead? Or is this a fool's errand? [link] [comments] |
Formation script with pathfinding for a RTS game Posted: 26 Feb 2019 12:41 PM PST |
Posted: 26 Feb 2019 08:18 AM PST |
Posted: 26 Feb 2019 12:45 PM PST (Preemptive disclaimer: this is not my game. I have no financial or personal ties to the developers. I didn't even buy a copy. Why am I writing about it? Honestly I became interested in this game when I saw it on Steam's new queue because I was kicking around a similar idea some years ago but never got around to prototyping it.) Once upon a time a reasonably well-made indie platformer was released. It went nowhere until its developer wrote up a postmortem entitled "Good isn't good enough." This gained some traction. Among the replies, TotalBiscuit re-framed the issue as "The failure of an indie platformer." With that in mind, I'd like to examine a recent failed indie SRPG release: Chromasia - Rock Paper Tactics. Chromasia is an SRPG: a game in the same broad genre of Final Fantasy Tactics or Disgaea. A common trope in strategy games is to boil things down to a rock-paper-scissors relationship. Chromasia took that to the extreme, and the entire game, even the characters, are rock, paper, or scissors. The tagline is "Rock-Paper-Scissors -- on steroids." That's a pretty solid hook as far as I'm concerned! The game released in July of 2018. As of December 21, 2018 the devs said the game only sold 27 copies. This morning the devs said the game would be delisted on the 28th, as they're shutting the company down. Clearly something went wrong. I don't claim to have any inside information. I can only comment from the perspective of a potential customer who didn't pull the trigger. I know a little bit about how the sausage is made though. 1) Has anyone ever even heard of this game? As I said at the top, I found this game via the new queue. Only degenerates and game developers actually browse new on Steam these days. It has been years since normal people could find games that way. The devs have a Twitter. It's got 110 followers. The game has a subreddit ( /r/chromasiagame ). It's got 1 post in it. Some YouTubers covered it. Most videos have 3 digit views, but this one has 4 digit (and I am familiar with the channel). There may be a video with more eyes on it, but I have not found it. Regardless of the merits of the game, if no one knows about it, it doesn't matter. 2) The tags are jacked up This is related to point 1. But when you look at related games, you see something like this. There are tons of SRPGs on Steam, even indie ones. There are no SRPGs on the related games. That's a problem if you want organic traffic on Steam. The tags placed on the game are sending all kinds of signals. For instance "casual". This may be a "casual SRPG", but it is not a "casual game." That means something, and it confuses the algorithm. If you look at say Alvora Tactics, the related games there actually do include SRPGs. 3) FIFTEEN DOLLARS!? As a fan of SRPGs, I get it. It is a niche genre, and niche genres command a premium. However $10 buys you a lot on Steam, and $15 even more. Even within the genre. Compare this game to Voidspire Tactics or it's sequel Alvora Tactics. The former is at the same price point and the latter is $5 cheaper. Hellenica is also $9.99. Classics like Disgaea 2 are $15. Hartacon Tactics costs $5. What do all those games have in common? Same genre, but much better production values. 4) Discounts The game is, apparently, a studio closing disaster. However the biggest discount has been 33%. During the winter sale it only was 10% off. See the SteamDB entry for price charts. When asked why they didn't discount more, the developer said:
And later when asked not to delist:
Unsolicited advice: Try not to piss off customers, but if it is a matter of keeping the lights on or not, don't worry about the deep discount. I pay $300 yearly (and another minimum $100 tax, even on 0 revenue), so I can definitely understand having to keep ahead of those fees. But it's like no real effort was made to sell the game, which is sad because clearly effort went into making it. Anyway, this is longer than I intended. So I'll wrap it up. TL;DR If you just release a game onto Steam and expect it to sell itself, you will sell 27 copies. [link] [comments] |
Any good tutorials for binary space partitioning? Posted: 26 Feb 2019 06:40 AM PST I'd love to learn in depth how it works. Anyone know if there are any good, clearly explained videos that teach it? I've done a quick search and they all explain it on a high level. If anyone knows any good tutorials let me know! Thanks. edit: By the way if you downvote do me a favor and tell me why. I find it hilarious (but not surprising) that even a post as benign as this would get downvoted. [link] [comments] |
Which video game engine is best for ME? Posted: 26 Feb 2019 12:25 PM PST Hi guys! I want to start developing my own games, and I'm wondering which engine I should use (there are so many, it seems). I'll tell you what is the least and most important to me, and what skills I have. Skills:
Important to me:
Not important to me:
Thoughts? [link] [comments] |
Steam Likes — service, that shows recommendations on Steam. Posted: 26 Feb 2019 08:38 AM PST In the end of the last year we've noticed that Steam doesn't recommend Encased to our core audience. Once we gathered a list of games that link to our page, our suspicions were confirmed — our project was recommended by games whose audience most likely is not interested in isometric RPGs. To solve the problem for ourselves and other developers, we've launched the Steam Likes service, that will show which game recommends yours. https://i.redd.it/iit2ex94xxi21.jpg We suppose that everyone at least once saw "More like this" tab on Steam. It's placed right under "System requirements" section. Steam is working on recommendations for a long time, but nobody knows how exactly it works. We weren't the only ones with questions like this. At the same time Sin Slayers developers wrote simple code to parse Steam. It collects information about recommendations from the whole platform. We joined forces and worked together to create a simple web interface where anyone could track recommendations. Steam Likes will show you what games recommend yours and will help you to understand if Steam understands you game correctly. That way it'll be easier for you to know what to change.
Screenshot of the Steamlikes.com service interface When you add your game to the Steam library, platform doesn't know anything about your game and tries to gather information from all sources (tags, descriptions and etc.). Popular games have it easier. Their huge playerbase will make it easy for Steam to understand game's core audience. Indie developers are not that lucky. If you want your game to be recommended and by relevant game no less, you'll need to work hard. For example Steam may think that your FPS is a date sim and recommend it on a date sim pages. In that case you will need to work on your game's page so the players could more easily understand what tags to add. It's even harder for unreleased games. Even players themselves may not understand your game well. In that case it won't be bad to add more screenshots, tags and easy to understand short description. Come on in! Service is completely free. We are waiting for your feedback and for new ideas on how to make game developer life easier. [link] [comments] |
The Illusion of Motion: Making Magic with Textures in the Vertex Shader Posted: 26 Feb 2019 09:45 AM PST |
A minimal template for rendering a sprite using SDL2 that compiles to both native binary and WASM. Posted: 26 Feb 2019 05:31 AM PST |
Blender 2.8 Subdivision Surface Modeling Tutorial Posted: 26 Feb 2019 11:26 AM PST |
GOG lays off "around a dozen," reportedly due to financial trouble Posted: 25 Feb 2019 07:45 PM PST |
Posted: 26 Feb 2019 10:19 AM PST |
Posted: 26 Feb 2019 07:09 AM PST Hi Guys, Currently developing my 2d RPG with unity and was wondering something. What is the best way to store data like number of items, equipment , equipped items, learned skill/classes, etc. Can i use PlayerPref for that? Is SQlite overkill for my needs? thank you [link] [comments] |
Unity automated building now available for you, FREE! :D Posted: 25 Feb 2019 06:04 PM PST Hello /r/gamedev ! A friend and I at Totema Studio, as a gift to the game development and opensource communities, have spent some time to configure free and automated building and testing on popular CI using either GitLab or GitHub! Here are the projects: GitHub (CircleCI): https://github.com/qwertyuu/unity-ci-example GitLab (GitLab CI and Travis): https://gitlab.com/gableroux/unity3d-gitlab-ci-example Make sure to spread the word! We would love these projects to become active! (and to build a docker image cache on CircleCI lol) All you need to do to get started is to fork either of the projects, activate unity and you're good to go! (all instructions available in the READMEs!).CircleCI gives you 1000 free build minutes per month, GitLab-CI gives you 2000 and Travis seems entirely free! Have fun testing and building your games automagically for free! Long live open source :D Feel free to ask for more information here for the GitHub/CircleCI project or open an issue on GitLab for my friend to answer you. [link] [comments] |
Quick question on name trademarks Posted: 26 Feb 2019 08:36 AM PST How do I know if a name is trademarked? I have a really good name for a game but I don't want to get sued... [link] [comments] |
Create a custom server for UE4 Posted: 26 Feb 2019 12:16 PM PST I am trying to create a custom server for my UE4 game for fun. I know that UE has built-in support for online multiplayer, but I still want to try and create my own networking solution. Is there a good tutorial or example I can follow? Or is there is a description of how multiplayer works in UE4 so I can try and duplicate the logic? Ideally, I'd like to create a custom controller that receives all inputs and location updates from my server. [link] [comments] |
Posted: 26 Feb 2019 06:11 AM PST hey i am currently working on melee PVP bots for a project. At the moment I'm still planning how to set up the Behavior Tree. my approach is to use multiple states for the bot. (aggressive, defensive, ...) so far, I am completely satisfied and it is fun to fight against a bot. But if you fight against several bots, the battlefield quickly becomes unpredictable. I am not sure which parameters are important for the opponent selection. the bot is currently attacking the target that is closest to it. does anyone have any suggestions or tips on the subject? what is important to you in a melee game? best regards Sebi [link] [comments] |
Need something to do this weekend? Try out a game jam! Posted: 26 Feb 2019 12:08 PM PST |
Posted: 26 Feb 2019 06:00 AM PST |
Two gamers discuss the merit of online play Posted: 26 Feb 2019 11:50 AM PST |
Any fun to program retro game engines Posted: 26 Feb 2019 02:55 AM PST I wonder if there's any game engines like pico-8, but which allow you to code in assembly. Practically a portable VM with graphics and sound capabilities, which also emulates the hardware limitations of, say the NES. I'm searching for such a thing because restriction breeds creativity and I'd like to learn an assembly language of some kind along the way. [link] [comments] |
Posted: 26 Feb 2019 10:42 AM PST I want to make a low poly 3DRPG, but with minimal engine work as i want to concentrate on the storymaking. What is the best starter pack to go with? [link] [comments] |
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