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    Thursday, February 28, 2019

    My game sold 9 copies in the first week of its launch on Steam. AMA!

    My game sold 9 copies in the first week of its launch on Steam. AMA!


    My game sold 9 copies in the first week of its launch on Steam. AMA!

    Posted: 28 Feb 2019 09:53 AM PST

    Yes, my game sold exactly 9 copies in its launch week. Game is priced 2.99 USD, but it was 2.69 USD throughout the launch week with %10 discount. First week revenue is 22 USD. I will reply once I have time.

    Since lots of people asked, here is the Steam page of the game: https://store.steampowered.com/app/1027800/Fly_Flew_Flown/

    submitted by /u/koroshitakuba
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    Devs to get larger cut as GOG ends Fair Pricing Package for consumers

    Posted: 28 Feb 2019 07:05 AM PST

    The story behind Dead Cells - Motion Twin

    Posted: 28 Feb 2019 05:42 AM PST

    Just spent 4 hours programming a mission generator...

    Posted: 28 Feb 2019 12:19 PM PST

    Given the structure of the code, I couldn't give it a proper test run until a nearly all of it was in place. And after 4 hours....it worked the first time, flawlessly! I have never had such a large chunk of project work properly, without error, on the first try.

    Just happy and wanted to share.

    submitted by /u/LavaSquid
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    CC-0 4 Colour Interior Tileset

    Posted: 28 Feb 2019 05:13 AM PST

    This was a wonderful and helpful GDC Summary

    Posted: 28 Feb 2019 11:37 AM PST

    Unity: On DOTS: C++ & C#; thoughts?

    Posted: 28 Feb 2019 02:28 AM PST

    I don't feel like I'm learning anything, just parroting tutorials

    Posted: 27 Feb 2019 10:49 PM PST

    My background is in film and graphic design, and 90% of my knowledge I've taught myself through experimentation. But with game development, I've spent years and still haven't learned anything. When I dabbled in high school I felt like I had actually learned how to make basic games, but now as an adult I feel like I'm genuinely incapable of learning.

    I've used Game Maker, Construct 2, Unity, and Unreal, I've have made something functional in each yet if you sat me down in front of a computer and told me to program something, anything, I wouldn't be able to do it. Everything I've made up to this point in development has simply been the product of parroting what a tutorial asks of me. My code works, but I don't know how. If you took the tutorial away, I would be completely lost. I couldn't do anything.

    If you asked me to make something in Photoshop that I don't currently know how to do, I could figure it out on my own. But with code, even the most basic of things escape me. How do I get out of this? How do I learn? It's not like I have these massive unrealistic expectations, I just want to make a simple game yet can't even get something to move diagonally without using someone else's code. It's embarrassing and so demoralizing. It makes me feel like a complete idiot who can't tie their own shoes or something.

    submitted by /u/sadlyuseless
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    Pixel Art Freelance Rates

    Posted: 28 Feb 2019 09:40 AM PST

    I ran into this thread on Twitter that I found really valuable for both pixel artists trying to set a good freelance rate and for the developers who are looking to hire them.

    Most of the artists in the thread are at the top of their game with decent online followings, so I think their asking prices are more than fair (with some probably undercutting themselves a bit). As a dev, it's refreshing to see some transparency into these rates to get a better idea of how much to budget for a project. It can be nerve-racking going into a negotiation and not having a clue what the other will ask for in terms of compensation.

    submitted by /u/minor_gods
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    Need some help for rougelike dungeon generation

    Posted: 28 Feb 2019 10:37 AM PST

    My idea was to create a bidimensional array of n lenght for rows and colums and put randomic tilemaps following some rules.

    The problems are that i m not abituated to map creating and i can't understand if a tilemap can be instantiated as a game object and how can make the script can read the player movement between rooms and move it in the correct room.

    I hope someone can help me find out a way to make it work properly ( and i m sorry for my poor english, it's not my mother thoungue so i struggle sometimes to expres myself )

    I'm working on unity right now but i can switch to GameMaker 2.

    submitted by /u/DevInNeedOfHelp
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    How to support all screen size in Unity

    Posted: 27 Feb 2019 11:53 PM PST

    I've spent 2 days on google and unity forums to find the solution to this problem but I didn't found or maybe I didn't understand correctly. Can anyone explain me what is the perfect way to support all screen sizes in Unity 2d. I've made the game in free aspect and when I try it on my device(One Plus 3) 1920 X 1080p both the left and the right sides get cropped. I'm using orthographic camera. Setting are down below. I'll really appreciate if anyone help me.

    https://i.redd.it/19qe6ezml9j21.jpg

    submitted by /u/MysteriousPlantain
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    What would be the best pattern to implement this enemy architecture?

    Posted: 28 Feb 2019 09:41 AM PST

    I'm making a game with lots of different types of enemies: some will shoot, some will try to get close to the player, some will jump around, etc. So naturally what I did was I created an Enemy class with common functionality and then subclasses like EnemyShooter, EnemyMelee, EnemyJumper, and so on.

    The problem here is that not all Shooters should stand still while attacking, and not all Jumpers should patrol while idling, etc. What I really want is a way to mix and match behaviours for every state (one for Idle, one for Aggro, one for Attack, etc) in every enemy, so that each enemy would be a combination of different behaviours instead of just an enemy type, but I can't come up with a way to implement this.

    Maybe each behaviour should be its own static class and then I can use the methods of the appropiate class in each state "slot"? Any help will be appreciated.

    submitted by /u/dookie-boy
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    Tips for someone who hasn't had much luck with PR and marketing their games.

    Posted: 28 Feb 2019 12:22 AM PST

    Hey guys, I figured this would be a good place to ask since I'm really not sure where to even begin. I've been running my own business for 3 years now, we have 2 released titles and have a third one coming out in the next few months. I have been very fortunate to have met and worked with many talented people that have helped bring things to life, but the one thing I could never find was someone who knew how to market video games.

    I've got through 3 marketing people who didn't really end up doing much, tried to reach out to streamers and small game blogs without getting a response, is there a proper, simple, and cost effective way to do this? Or even some ideas of where to start would help A LOT. What tactics have you guys used to get your games out there? And better yet are there any resources out there to help with this? I've met a bunch of promotion companies over the years but even ones I have on a friendship level have been reluctant to share any of their contacts without several thousand dollar contracts. Anyway, thanks for your thoughts on this!

    submitted by /u/Maniponia
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    Trippin Planets - A physics based exploration game. Now funding through Indiegogo

    Posted: 28 Feb 2019 12:12 PM PST

    The Commission:OC - were revamping the Family Tree panel!

    Posted: 28 Feb 2019 12:11 PM PST

    How Magnum Engine does GFX API enum mapping

    Posted: 28 Feb 2019 11:57 AM PST

    How To Use ProBuilder For Rapid Prototyping - Unity Tutorial

    Posted: 28 Feb 2019 11:39 AM PST

    What is a typical or good way to make a grid based world?

    Posted: 28 Feb 2019 11:20 AM PST

    I'd like to make a game similar to an old Zelda game. Top down or isometric grid based. I've tried to think of different ways to do it but I feel like they'd either be inefficient or just bad. (Unity, or just in general) For example:

    Position based. Just have everything move X units at a time. This would seems like the most obvious thing but then you'd need to use things like colliders to detect a lot of things.

    Block based. Having the world be made of blocks that contain the info about each (has grass, enemy, item). You could simply access the adjacent block to know if there's something on it instead of needing colliders. Would make movement extremely static though.

    I don't know if I sound like an idiot or not. I am still new. Those are more so if you are stuck to block based movement. What about if you aren't? Like Stardew Valley perhaps. Any info is appreciated, just want to learn.

    submitted by /u/WackoDesperado2055
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    Unity Differ Node

    Posted: 28 Feb 2019 11:11 AM PST

    I’m struggling with Steam features (cloud save, leaderboards...), help

    Posted: 28 Feb 2019 11:07 AM PST

    The documentation is heavy, videos and examples are totally out of date, nothing is simple (except layout), where can I find up to date ressources ?! Using Unity 2017.3

    submitted by /u/kaiirin
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    How do you organize your work?

    Posted: 28 Feb 2019 03:27 AM PST

    I'm having troubles being productive during this month, I've an upcoming deadline and I'm looking for advices. I'm developing a short point and click adventure for a client, but I barely started everything. The game isn't that long and I'm gonna do it on Construct 2, so I know it's possible to get it done.

    How do you organize your work? How do you keep yourself motivated even when you don't like the game you're programming?

    From today I'm gonna try the pomodoro technique, it can help with productivity but it's not the answer on how to organize a job to get done, that's why I want to know about your experiences.

    submitted by /u/jagerdelm
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    How Game Designers Create Meaningful Mechanics | Conveying Emotions and Ideas using Interactivity

    Posted: 28 Feb 2019 10:16 AM PST

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