• Breaking News

    Sunday, February 17, 2019

    This neural network (AI) generated player movement tech looks truly next gen

    This neural network (AI) generated player movement tech looks truly next gen


    This neural network (AI) generated player movement tech looks truly next gen

    Posted: 17 Feb 2019 05:23 AM PST

    ex-G2A Scammer explains his activity in an AMA

    Posted: 17 Feb 2019 10:16 AM PST

    I'm sharing some Unity lessons I wrote to help out with a high school game design course

    Posted: 16 Feb 2019 09:36 PM PST

    I wrote these lessons because my old high school was switching from RPG Maker to Unity Engine for their course. Remembering when I first started out in Unity, there is an AMBITIOUS amount of content to learn, especially in the span of just one term. To help out my poor fellow students, I wrote these lessons to be as minimal, meaningful, and easy to digest, as possible. I'm self taught in programming & game development, and revised this by myself - so apologies if there are any errors.

    These lessons are all code/explanation related and don't really follow traditional lessons or step-by-step tutorials. More like a handguide if you will. Each lesson is condensed into ~3 pages and focuses on teaching you WHY you use something or why it's important. I also try to cover any important key tips because one time I spent 8 hours figuring out why my mesh collider kept falling through the world (it wasn't set convex).

    EDIT: These lessons will make a lot of simplified explanations that aren't true in all cases as u/SilentSin26 pointed out. In order to keep a consistent simplicity and flow to the lessons, I omit when that is the case. (I might make them comments on the doc though.) If you're starting out and learn best with analogies & explanations, I'd recommend this. Just be aware the complications of making general statements on a highly academic field.

    Hope this helps in your game development endeavors!

    Unity Lessons on Google Drive

    submitted by /u/TinForge
    [link] [comments]

    "Support a Content Creator" should be supporting devs, not youtubers...

    Posted: 17 Feb 2019 02:52 AM PST

    Here are my thoughts about this topic:

    Fortnite has this "Support a content creator" thing - upon buying something, you can give a youtuber some %. From the name, I first thought you could support a programmer/artist who created a texture, a character, a sound or an area like Tomato Town, because they "create content" ... Those youtubers are just recording themselves playing the game and already earn a shit ton of money from youtube. Sure, it's advertisement for the game, why shouldn't Epic Games support youtubers? It's fine. But they earned billions, and I'm not sure how the salary of the programmers and artists are actually. So while this "support a content creator" is ok like it is, I misinterpreted the name "content creator" or maybe Epic chose an ambiguous name.

    But anyway, what do you think? If you were in a big company, wouldn't that be a nice way to get a bonus pay? What if you are not a "texture" or "animations" guy, if you did the netcode, and no one wants to support you?

    submitted by /u/kyl3r123
    [link] [comments]

    WIP pathfinding: they'll get there enventually

    Posted: 17 Feb 2019 08:58 AM PST

    Unity vs. Unreal: Which is more "code" focused?

    Posted: 17 Feb 2019 10:24 AM PST

    Hi! I'm curious with some of your experiences moving between Unreal and Unity.

    I've worked as a hobby/indie professional in Unity for a few years. Lately, I've found that I'm more and more frustrated by how much drag-and-drop editing Unity is designed for. I understand how this makes it more friendly for non-programmers, but I'd rather do 99% of my work in code. I also am annoyed by how poorly Unity works with unit testing.

    Lately, I've been writing a framework for Unity that aids unit tests and abstracts game logic out of MonoBehaviours into more testable classes, but now it feels like I'm fighting against the tool's design principles. I'm wondering: can I use Unreal for a more testable, more code-heavy workflow? I don't mind dusting off my C++ and learning a new API, but I don't want to go too deep down that road unless I have to.

    Thanks!

    submitted by /u/joshuadotworks
    [link] [comments]

    ELI: how can RDR2 have basically 0 loading screens and 0 pop up?

    Posted: 17 Feb 2019 06:29 AM PST

    And why dont all games do this

    submitted by /u/serocsband
    [link] [comments]

    I want to purchase the rights to your old games!

    Posted: 17 Feb 2019 03:23 AM PST

    For those of you with mostly or totally completed games that did poorly in Steam or didn't make the money you thought that you should have made, this is the post for you!

    I'm looking to purchase the rights to your old games, and convert them to work on the EOS platform. If you have games that run on Ethereum, this is very relevant for you!

    This would include buying the distribution rights, and/or licenses to all digital assets like graphics, sounds, and music. I have a flexible mindset regarding costs and licensing structures, so name your price or fee-sharing model and we can negotiate depending on the quality and polish of the game you've developed.

    For those of you who would be interested in continued, paid development of your almost finished games that is also something worth discussing.

    PM me and let's have a chat.

    submitted by /u/farfaraway
    [link] [comments]

    Gamedevs, please release 64-bit on all platforms, for maximum compatibility.

    Posted: 17 Feb 2019 09:50 AM PST

    Playing a demo for an adventure game last night, literally the first thing I noticed was that the Linux release was 32-bit. Probably just a small oversight during the release, but I decided to take the opportunity to make a Public Service Announcement.

    • Linux: I'm afraid I can't again find the data I once saw in the Steam Hardware Survey that says that 100.0% of surveyed Linux players were on 64-bit. 32-bit backward compatibility on Linux often means installing the 32-bit support (libraries, ld.so loader) separately, so it would be counterproductive on Linux to choose 32-bit for a higher rate of compatibility. Developers definitely need to just release new titles as 64-bit on Linux.

    • On Mac, macOS "Mojave" is the last version to support 32-bit apps. It's clear that a title should only be released 64-bit on Mac, today.

    • For Windows, there are still 1-2% of Steam users on 32-bit operating systems. Enterprises are often still running 32-bit operating systems for certain legacy driver compatibility, and it's not unusual to run 32-bit applications on Windows for compatibility with legacy plugins (as plugins typically take the form of platform-native libraries that are loaded after the app starts). This legacy compatibility is why it's less unusual to see 32-bit Windows than other operating systems. Gamedevs may want to release a 32-bit build in addition to 64-bit, or might want to combine both executables in one package and let a wrapper script select the best one. But releasing just 32-bit would be a bad idea, even if it seems like it would allow the studio to hit two birds with one stone.

    submitted by /u/pdp10
    [link] [comments]

    C+MSVC+COM: _com_error exception when releasing Direct3D 11 swap chain

    Posted: 17 Feb 2019 06:48 AM PST

    (X-post from Gamedev Stack Exchange. I am programming in C, not C++)

    On my Windows 7 x64 machine, after the main loop of my Direct3D application (right before exiting WinMain), I free all the COM objects by:

    ID3D11RasterizerState_Release(d3d_raster_state); ID3D11DepthStencilView_Release(d3d_depth_stencil_view); ID3D11DepthStencilState_Release(d3d_depth_stencil_state); ID3D11Texture2D_Release(d3d_depth_stencil_buffer); ID3D11RenderTargetView_Release(d3d_render_target_view); ID3D11DeviceContext_Release(d3d_device_context); ID3D11Device_Release(d3d_device); IDXGISwapChain_Release(d3d_swap_chain); 

    In the above code, all functions (hidden behind macros) return 0 until ID3D11Device_Release() which returns 1. After this, inside IDXGISwapChain_Release(), Visual Studio prints the following debug message:

    Exception thrown at 0x000007FEFC9FBDED in app.exe: Microsoft C++ exception: _com_error at memory location 0x000000000014F208. 

    The exception happens in a function called NDXGI::CDevice::DeallocateCB inside d3d11.dll.

    I tried finding more information about the above exception but all I am getting are conflicting 3rd party opinions about how it might be just a driver error. Can someone confirm why this error might be happening?

    PS. GetLastError() returns 0 when called right after IDXGISwapChain_Release().

    PPS. This exception is only thrown if I create a full screen window, not if I create a windowed window.

    submitted by /u/TalketyTalketyTalk
    [link] [comments]

    What bug in your project eventually turned into a feature?

    Posted: 17 Feb 2019 11:38 AM PST

    Difference between Engines and Frameworks

    Posted: 17 Feb 2019 11:21 AM PST

    What's the difference between Engines (like MonoGame for C#) and Game Engines (like Unity or Godot for C#) ?

    submitted by /u/NotSuluX
    [link] [comments]

    Working on my own Particle System in C++ (SFML)! I've never done this before, but it's turning out really well.

    Posted: 17 Feb 2019 10:30 AM PST

    How to migrate your existing player input logic to Unity's new input system

    Posted: 17 Feb 2019 07:45 AM PST

    Round 2 on playing your games on stream!

    Posted: 17 Feb 2019 09:51 AM PST

    Hey I have just started streaming and have 20 followers on twitch. If you would like me to play your game on stream let me know. I would love to promote your game and I can probably pay for it (and if I can't now I will just wait till I can cause momma didn't raise no choosingbeggars). Or if you just want some shout outs or help with your game feel free to ask.

    submitted by /u/Auxilium777
    [link] [comments]

    Hey everyone! Published my second game, for now everything is going to google play despite on using Unity engine. hope someone enjoy it. thank you!

    Posted: 17 Feb 2019 11:43 AM PST

    As a single dev, is it customary to ask people you commission for additional help to digitally sign anything?

    Posted: 17 Feb 2019 11:28 AM PST

    I'm about to start work on my own little project and I'm planning to reach out to a bunch of talented friends for help on some aspects of it that I'm not really good at myself (art assets, sound effects, ect.) A little while ago I was talking with a dev friend of mine and he mentioned that whenever you commission work like this, you should ask them to sign a digital contract. I thought it was strange at first, but after doing a little digging I'm starting to wonder about it.

    The big reason I found to do this would be copyright and payment. Apparently the copyright would remain with the original artist and a document would then officially transfer it to you and your project. A contract would also legally guarantee they're paid for their work (although I was going to pay them anyway, obviously).

    While researching this I found a story about a video game composer by the name of Alex Mauer, who allegedly tried to take down a bunch of YouTube videos after a payment disputes with the game's devs went sour. Alex seemed to be in the wrong there and thankfully there was a contract in place that transferred copyright of the music to the devs that prevented the situation from getting worse. As someone who outright encourages people to LP his games, this story struck me pretty hard.

    I personally doubt this would happen here. I very much trust everyone I'm planning to reach out to, many are even very good friends. And I'd probably feel pretty awkward about shoving a contract in their faces. On the other hand though, since I want this game to be a bit more "official" than the small-time "for fun" projects I normally, maybe this is something I should consider more seriously. Especially since I plan to actually sell this game.

    Has anyone else ever been in a situation like this? And if so, I was wondering if there's some sort of legal template people use to make this process easier.

    submitted by /u/TheGamedawg
    [link] [comments]

    What is the community's thoughts on NesMaker?

    Posted: 17 Feb 2019 07:40 AM PST

    I'm pretty new to all this and have noticed NesMaker getting a little buzz. I was wondering what everybody thought.

    submitted by /u/KingZogofHongKong
    [link] [comments]

    I dont know exactly how to ask what I'm wondering other than, what is your process for starting development?

    Posted: 17 Feb 2019 05:24 AM PST

    New to game dev here. How do you go about developing a game? I know that's a broad question but I don't know exactly how to ask it. I kind of come from a writing world where you don't just sit down and start writing. I mean, some people do it that way, but others will think up concepts, characters, broad overarching stories, etc. before even starting to write the first page. They'll storyboard scenes and ideas and create character bibles and stuff like that before diving into writing. What is the game developer's process beyond and before using game dev tools? Or do you just jump right in and start coding whatever comes to mind and figure out how to piece it all together as you go?

    submitted by /u/toomanysubsbannedme
    [link] [comments]

    Procedural building generator in a different style - check comments for info on how this works in Unity3d

    Posted: 16 Feb 2019 10:49 PM PST

    What makes a good Beat Em Up game??

    Posted: 17 Feb 2019 02:18 AM PST

    I see many beat em ups that people love, but also many that are labelled as repetitive, I've personally never played a beat em up that felt varied to me, so what is it that separates a repetitive beat em up from a great one?

    submitted by /u/Magidag1979
    [link] [comments]

    TETRIS ALMOST FROM SCRATCH

    Posted: 17 Feb 2019 10:51 AM PST

    Hey Guys! I just finished a copy of the game Tetris without any engine, just pure, plain, vanilla JS!

    There's some documentation about the development process in the GitHub page.

    I'd love some feedback if you may

    https://tetris-almost-from-scratch.firebaseapp.com

    https://i.redd.it/46fpz1vad6h21.png

    submitted by /u/ArmlessJohn404
    [link] [comments]

    INO coding challenge ideas for a project thank you :)

    Posted: 17 Feb 2019 10:47 AM PST

    Looking to learn code and get into gamedev

    Posted: 17 Feb 2019 10:31 AM PST

    Sorry if this question isnt appropriate for r/gamedev, but i recently purchased a high dollar laptop, and i am looking into learning coding and learning how to develop.

    As a would be solo dev, and being new, i think my styles would be limited to platformer(boring, overdone) pixel/retro, and Isometric. Isometric games have always been my favourite style, as you can include a lot of story, flavour text about environment through "inspection", and just overall wonderfulness.

    What language/program would be best suited for Iso games? Again, sorry if yall get this sort of question all the time, im just a little overwhelmed by picking up a new hobby cold turkey. Especially one so complicated.

    submitted by /u/slymuthafucka
    [link] [comments]

    No comments:

    Post a Comment