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    Tuesday, February 26, 2019

    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


    Made a tutorial that explains how real time parallax placement can be done to make making 2.5D parallaxes in games faster

    Posted: 25 Feb 2019 05:37 PM PST

    Dug up an old project from the depths of my hard drive and decided to release all the assets for free

    Posted: 26 Feb 2019 05:41 AM PST

    Screen from the prototype.

    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:

    • The main hero, the archaeologist wielding his gravity gun (legs and hands animated separately)
    • 4 enemies with 10+ hand drawn animations each (up to 40+ frames per animation)
    • 194 environment sprites
    • 21 ui assets
    • and a few other things!

    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

    submitted by /u/gari692
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    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?

    submitted by /u/extrafantasygames
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    Formation script with pathfinding for a RTS game

    Posted: 26 Feb 2019 12:41 PM PST

    Westwood Studios co-founder Louis Castle talks about the development of the classic RTS, Command & Conquer: Tiberian Sun

    Posted: 26 Feb 2019 08:18 AM PST

    The failure of an indie SRPG

    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:

    That being said we wouldn't discount a new game that cheap. That would make people mad that already bought the game new. That happened with Fallout 76.

    And later when asked not to delist:

    Even if we used every last penny the game has earned to fund the LLC it would at most add 1 year to the time, That being said one year isn't going to change anything, and there goes everything we've earned which puts us even farther into the red. It would basically be spending $500 to make $30(If we're lucky) Cutting our loses is the only reasonable thing to do, and even at that we'll be at a total of negative $2500, and it'll cost $500 every year we want to keep it up.

    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.

    submitted by /u/ledat
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    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.

    submitted by /u/Dirty_Pixel
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    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:

    • I know the basics of programming (several different languages), and I'm particularly good at coding complex logic (such as rules and interactions), so that's no problem – I don't need the engine to be exclusively "drag and drop Lego".

    Important to me:

    • Should be somewhat intuitive to use

    • There must not be significant restrictions in what's possible to create with the engine. For example: I might want to have a final boss fight which starts as a regular fighting game, but which should seamlessly and suddenly turn into a gunfight, so there can't be like "pre-constructed game stlyes" among which you can only choose one for each level, if that makes sense. Just an example. Similarly, I might want to change the camera from 1st person to 3rd person in the middle of a level.

    • It should preferably be possible to create a logging feature, that tracks the timestamps and positions of the shots coming the way of the player, where and when enemies appear, etc.

    • I should not have to give royalties to the game engine company if I release my games for free (even though they might be crowdfunded).

    • Preferably, there should not be a mandatory intro screen for the game, which shows off the engine. I don't want to waste the player's time, take them to the menu quickly. This is not super-important, but it would be nice.

    • Preferably, it should be easily integratable with motion capture.

    • Preferably, it should be free.. But if a particular pay-engine is waaaay out of the league of others, then I might consider paying for it. Note the above point though, I should not have to pay royalties to the company after the game is finished as long as I give it out for free (even if the game's crowdfunded).

    • Preferably, there should be lots of existing stuff to choose from, such as items, weapons, buildings, etc, so you don't have to create it all from scratch

    Not important to me:

    • Super awesome modern graphics. If something like Bioshock Infinite, or slightly worse, is achievable, that's enough.

    • "beta access, game performance reporting, customizable splash screens, a team license" (I copy-pasted this from an article, which describes the pro-version of Unity)

    Thoughts?

    submitted by /u/Stormalv
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    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.

    How to use Steam Likes:
    1) Enter game title that you want to know about.
    2) Obtain list of games that recommends this game.

    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.

    submitted by /u/Black_Tower_Ent
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    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

    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!

    Posted: 26 Feb 2019 10:19 AM PST

    Storing game data

    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

    submitted by /u/QuirkyGameStudio
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    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.

    The CircleCi tests and builds! So shiny :D

    submitted by /u/DJGreenHill
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    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...

    submitted by /u/NuiN99
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    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.

    submitted by /u/tomer_a
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    Multiplayer Melee AI

    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

    submitted by /u/HiSebbo
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    Need something to do this weekend? Try out a game jam!

    Posted: 26 Feb 2019 12:08 PM PST

    Hexagonal Tiling Explained!

    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.

    submitted by /u/Nanicorn
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    Best starter kit

    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?

    submitted by /u/zskh
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