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    Friday, March 1, 2019

    Free 56 Fabrics on the Unreal Marketplace

    Free 56 Fabrics on the Unreal Marketplace


    Free 56 Fabrics on the Unreal Marketplace

    Posted: 01 Mar 2019 07:16 AM PST

    Is it a night dream? PCGamer wrote about my game (DUST-UP)

    Posted: 01 Mar 2019 09:15 AM PST

    A few days ago I've released my physics-based fighting with Steam Early Access. For a few days there was a "0" number in "total units", but I didn't worry about that. "At least I have some time to add more content" - I thought. But today I found out the PCGamer post (Attention! Lots of gifs/videos) about my game! I am still excited about that, I can't believe this is real... My day started usual, but now I am super motivated to work hard on game updates!

    submitted by /u/SergeyDoes
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    Do I have to setup a company if I want to release my free (not as in free-to-play) game on Steam?

    Posted: 28 Feb 2019 11:47 PM PST

    Over the past few years I have been developing a game in my free time. Its almost done and im reading up on what it takes to put it on Steam store. So far I have learned that if you plan on making money from it you need to setup a company. I don't have much experience dealing with businesses, taxes and corporate stuff. My game doesn't contain any sort of payments and Iam not planning on making any money from it. Its a free game start to finish. Do I need to setup a company anyway to release a free game on steam? Am I still gonna need to pay taxes for someone other than Steam?

    submitted by /u/Unixas
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    The curious case of a commercially successful public domain game and its unofficial mobile port

    Posted: 01 Mar 2019 10:37 AM PST

    Indie Game Development Research Project!

    Posted: 01 Mar 2019 10:18 AM PST

    Hi guys! I am an undergraduate student at Indiana University in the U.S. My team is currently working with a big publishing platform and we need to hear from our community! Please give this survey a response! I believe this research could lead to a better future for all of the Indie Game Developers!

    https://docs.google.com/forms/d/e/1FAIpQLSch1qNwh4YhSyUfunZ2tdFr-A0-I75tu0CqV45DNhj4NmJcEg/viewform?usp=sf_link

    Thank you so much for your time! Appreciate it guys!

    submitted by /u/OuttaLights
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    HTML5 + canvas + js is... a REALLY difficult platform on which to build a game

    Posted: 01 Mar 2019 08:52 AM PST

    I'm not talking about "a lack of prebuilt infrastructure" or "sparse libraries"- I'm talking about the constraints fundamental to the medium.

    The reality of the situation is that browsers were built for the DOM, and the DOM was built for websites. The canvas API is an absolute delight on paper, but trying to ship something that
    1. offers polish at a level that can compete w/ other games
    2. runs on desktop browsers, mobile browsers, and as "webview-wrapped ios/android apps" (cordova, etc...)
    3. is performant (proportional to its simplicity)

    is borderline impossible.

    If people have counterexamples, or can give me tips/convince me otherwise, please please please let me know.

    The latest issue is that safari has a hard limit on total canvas size that can be allocated. And also, an iPad Pro has a screen size that's larger than that max size. On top of that- using the drawing API ("fillText(); beginPath(); moveTo(); lineTo(); stroke(); etc....") isn't sufficiently performant to build a game on. So, the recommended solution is to "draw all your assets to an offscreen canvas and blit them for per-frame use". which is great! totally reasonable! where it becomes a problem is with this safari canvas size limit... now I need a not-quite-full-screen canvas on which to actually draw the game, AND I need a likely-bigger-than-full-screen canvas to act as a sprite sheet- but I'm already well over the max-canvas-size limit!

    If the only "proper" way to actually use the canvas is to blit pre-built png assets (that is, not using the actual drawing API), then it really doesn't offer anything over moving images around in the DOM.

    Does anyone have experience w/ how to deal with these problems? How do other people making js canvas games architect their rendering?

    submitted by /u/Phildos
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    A game platform for playing party games locally on your TV

    Posted: 01 Mar 2019 08:54 AM PST

    Hi everyone

    Would love your feedback on my side project:

    https://www.hellohuddle.com/

    I built Huddle for my group of friends as a digital expansion of popular party games like Cards Against Humanity and simple trivia nights.

    We loved doing game nights but we would burn through card decks fairly quickly and getting fresh content became a bottleneck.

    So I built a simple free platform where anyone could discover and create their own game packs to play with friend at home or at events.

    Games are super easy to set up on your TV via screen casting, and everyone can easily join on their phones. No app installs required.

    Give it a spin and let me know what you think and what you would want to see out of the platform.

    Thanks!

    https://i.redd.it/ajcg9hamejj21.png

    submitted by /u/romankrem
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    2D Top-Down Game with Hand Painted Characters/Backgrounds?

    Posted: 01 Mar 2019 12:38 PM PST

    Just curious here, but are there games that use 2D Top-Down perspective but instead of using 16-bit sprites, the game uses Hand Painted characters? Not sure how to properly express what I'm trying to ask so I'll give some close examples.

    League of Legends uses 3D Model-ed characters but have 2D hand painted backgrounds with Isometric view (I think).

    Child of Light also has a 2D watercolor background with a 3D character but it's a side-scrolling game.

    Mario Nintendo 64 uses 3D backgrounds and 3D characters, but the camera follows Mario. It's not side-scrolling. Same goes for the Spyro Trilogy.

    Undertale or Stardew Valley are 16-bit on a pixel-art background with a top-down view.

    So, is it even possible to blend the perspective elements of Stardew Valley (Top down view) but instead of 16-bit art, could it be hand painted/drawn? (So vector art instead of bitmap or just high resolution bitmap, I guess??) If so, then what are some game examples using this method? And, if there's no known games then why not?

    Are 3D models the most feasible way to go? Or is there a place for 2D art in the game world if given enough time?

    submitted by /u/SapphireSterre
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    Unreal Engine Free Stuff For March 2019

    Posted: 01 Mar 2019 11:58 AM PST

    Locally hosted alternative to itch.io - playable unity games directly on your website

    Posted: 01 Mar 2019 05:52 AM PST

    I'm not sure if it's been discussed or showcased here before but I can't believe how amazing and useful simmer.io is. I just used it to host the most barebones first demo of my game on my own website and got people to start playing it immediately with no file sharing or downloading.

    It's completely free - you upload your game to their site and get an embed code to put on your own. I personally prefer this because I can control my entire site environment, comments, analytics, etc. instead of having it on a different platform like itch. Yes the game is technically still hosted on the SIMMER server but you can monitor the page view analytics at least!

    I have no affiliation I just think it's a super awesome tool that more people ought to know about!

    Here's the site: https://simmer.io/

    And of course I'm going to link to my own site to demonstrate the usage of it, of course!

    https://gamedevoid.com/play-love-you-tender/

    submitted by /u/juul1a
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    Guys! Hope this would be helpful for beginners and people looking for a basic event system.

    Posted: 01 Mar 2019 02:49 AM PST

    How to manage complex mesh importing in to a game engine

    Posted: 01 Mar 2019 07:38 AM PST

    (Initially posted on SO in case someone would like to answer it there: link)

    A bit of context: I'm developing a 3D rendering engine and can't really make much more progress until I get some more interesting and complex meshes loaded in to the scene. So far I have been using built-in simple meshes like cubes and planes. I have written a Mesh class to take a MeshData struct which itself contains data for Position, Normal, Tangent, Bitangent, Colour, Texture Coordinate, and optional Face data. The Mesh class takes this data and depending on a few things it will generate: a VBO with all of the available data interleaved, an EBO, and a VAO which has both the VBO and EBO (if one exists) bound to it. I've been pretty happy with this so far and it works fine with a simple .OBJ which contains a relatively straight-forward mesh.

    Currently I have an asset management system which allows me to load in assets like this:

    Mesh * teapot = AssetManager::loadGlobalAsset<Mesh>("res/meshes/teapot.obj"); 

    If the returned pointer == nullptr then the assets doesn't exist. If it isn't nullptr then one of three things just happened: (1) the asset was just newly created and successfully loaded in to the asset manager's pool of assets, (2) the asset was found to already exist in the pool of assets and its pointer returned, (3) the asset was found to already exist in the pool of assets, but was unloaded, so it was loaded and its pointer returned.

    As I said this works great for simple meshes but I'm a bit stuck on what to do and what changes I now need to make to load meshes which have multiple sub-meshes which might have individual materials.

    For example the Sponza mesh has many sub-meshes which make use of a set of materials.

    I could just load the mesh right in to my scene and have the mesh spread across multiple scene nodes all with a common ancestor node, but then this would defeat the purpose of an asset manager and I would have to worry about cleaning up and unloading the mesh outside of the asset manager. I could also just load the mesh as one big combined mesh, but of course then I can't assign individual materials to the sub-meshes without a lot of trouble.

    I currently can't load the mesh using my asset manager as assets are identified by the hash of their filepaths, and here we have a situation where many individual meshes technically have the same filepath. If I just create new assets and give them to the asset manager with an ID to later fetch the asset (which isn't necessarily a bad idea for built in assets (I think)), then I feel I have the following issues:

    • Easy to add multiple assets with same ID
    • Breaks the connection between the meshes contained in a single mesh file
    • No way of actually knowing the ID of a mesh which was loaded in via a mesh file
    • Would have to manually recreate the whole mesh from its loaded sub meshes if I wanted to simply display the mesh as-is.

    There is also the issue of where to store the materials that are included in the material library that a mesh file might reference. Do I create new material assets from this library, add them to the manager, and then have the mesh somehow reference these materials? But then how would I reference these materials manually? It's a similar issue to last point from the above list. Also, meshes don't currently have any knowledge of its material, that's the scene node's job.

    Thanks for any thoughts or comments on this issue. I'd be very interested to hear what you guys think.

    submitted by /u/george_mcdonagh
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    The making of Quake 2

    Posted: 01 Mar 2019 08:23 AM PST

    Protip: you can automate boring coding tasks in C#, C++ etc with Python

    Posted: 01 Mar 2019 12:44 PM PST

    For example, I had to declare 120 variables in GLSL, so I used Python to do so! I know a lot of you know this already, but automation with Python gives you a feeling of double accomplishment, makes you feel kinda clever. Hope this helped you. Thanks.

    submitted by /u/Taste_Of_Cherry
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    Can I copy paste a scene into another one? (Unity 3D)

    Posted: 01 Mar 2019 06:54 AM PST

    I'm not sure my question is clear. I'm starting to build a prototype for my game. In the game you will visit different temples, ruins, caverns, etc. It will mostly be adventure/puzzled base.

    Can I build a temple in one scene, and then "copy and paste it" into another one? Let's say for example that Scene A will be the "open world" which you must travel to find the temples. Can I build the temple in Scene B, and then put that in Scene A?

    Or if I build my temple in Scene B, I will then be forced to use a loading screen so that the player travels from Scene A to Scene B?

    I hope im being clear with my question.

    Thx!

    submitted by /u/zodiac9094
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    Best approach to learn Cocos2dx in 2019

    Posted: 01 Mar 2019 06:48 AM PST

    Hello,

    I am pretty new to Game Development. I have a bit of C++ experience(primarily with STL and Competitive Programming). I have gone through the Cocos2dx documentations, and I have can see that there are tutorials utilizing different Cocos2dx versions, and platforms(Android and iOS). My personal system is a Macbook, and I would like to get a hang of the library without spending time on deprecated versions and outdated tutorials. Can anyone please recommend me any resources or pathways to learn Cocos2dx? Any help is appreciated, and I apologize if this post is redundant for this sub reddit.

    Thank you.

    submitted by /u/errgaming
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    Publishing Games

    Posted: 01 Mar 2019 10:21 AM PST

    I am working on a game and I want to get it published but I am not sure where the best place to go for would be. Where do you guys go to publish your games/what services do you use to publish your games? I have been looking into Sony because it seems like my game will get the most traction. Has anyone every published with Sony? If not, why did you go a different direction/where did you go instead?

    submitted by /u/stmosc
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    Unity ML-Agents Toolkit v0.7: A leap towards cross-platform inference – Unity Blog

    Posted: 01 Mar 2019 10:15 AM PST

    Older Gamers Who Can Afford VR Tend to Care Less About the Gaming Motivations Linked to VR Adoption

    Posted: 01 Mar 2019 10:14 AM PST

    Unity - Mouse Input and Time.deltaTime

    Posted: 01 Mar 2019 10:04 AM PST

    I searched for this topic a solid hour now and everyone seems to be doing something different and there is not really a clear documentation by unity.

    Do I need to multiply the mouse axis input with deltaTime?

    For other axis inputs it is clear for me. They are between -1 and 1 and directly incrementing the position of an object implies faster movement with faster framerate.

    The mouse axis are determined by the delta mouse movement - it is not stated how this delta is calculated (I assume last frame to current frame). Following this assumption means:

    d = v * t

    d would be the input delta, which would already be dependent on the deltaTime since the velocity was recorded between this frame and last frame. Therefore I would NOT need to multiply the mouse input by deltaTime which I see on like every second thread I go to.

    I hope someone can clarify this for me.

    submitted by /u/EmailDE
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    Hey game devs! We are hosting a game jam that will last for one week. Theme to be announced soon. For more information, refer to the picture below. Thanks for reading and have fun! :)

    Posted: 01 Mar 2019 09:10 AM PST

    Feedback Friday #329 - New Upgrades

    Posted: 28 Feb 2019 08:06 PM PST

    FEEDBACK FRIDAY #329

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    Testing services: Roast My Game (Web and Computer Games, feedback from developers and players)

    iBetaTest (iOS)

    and Indie Insights (livestream feedback)

    Promotional services: Alpha Beta Gamer (All platforms)

    submitted by /u/Sexual_Lettuce
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