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    Monday, March 4, 2019

    Free Game Development Resources

    Free Game Development Resources


    Free Game Development Resources

    Posted: 04 Mar 2019 08:46 AM PST

    Over the last few months I've been gathering together the best of free game development resources in one place... and there are an absolute ton of them. I intend to revisit the lists annually to keep things as relevant as possible. The homepage is here. As you can see there are a number of future categories to cover. Right now there are resources for:

     

    2D Paint, Pixel and Vector Graphics Apps

    3D Graphics Apps

    3D Game Engines WIP

    2D Graphics Resources

    3D Graphics Resources (Models + Textures)

    Animation Tools

    Text Editors

     

    In addition, for each category I've done a video. Playlist available here. If I missed an app, let me know and I will add it to the list. If you've got suggestions for the categories I haven't done yet, I'd love to hear them. Hopefully these lists introduce a few of you to software and resources you didn't already know about!

    submitted by /u/Serapth
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    How to make your game run at 60fps- a blog post that goes into depth about frame timing code

    Posted: 03 Mar 2019 08:13 PM PST

    Mods, can we start pinning the regular weekly threads?

    Posted: 04 Mar 2019 07:30 AM PST

    The weekly threads are a great way to find quick help / answer small questions and are, of course, designed to reduced the amount of individual posts on those issues. I try to help with MM and I lurk on the Friday and Saturday threads.

    However, I've been posting here for a long time and lurking for longer, and it feels at least some of these are getting less and less used. I think a lot of that has to do with how hard they often are to even find. As this sub grows, posts move down faster, and people only bother to up-vote these posts if they have some vested interest in them.

    I'm in the UK, and by the time I wake up and login, the weekly threads are usually completely buried among low value posts, even searching by new. I would think by the time anyone logs in on the west coast, these posts would already be nearly a day old and gone.

    Could I suggest pinning these as they are created, and then keeping them pinned until the next one goes up? I know the main "How to use" thread is there, but I don't think that's as immediately helpful / accessible /obvious to people? Also as this links through to another search, its quite a lot of work to get to a thread.

    I appreciate pining isn't a perfect solution so maybe there are other options that could make these more visible for people? I do think though that this may be a better use for a pinned post than a list of Twitter profiles which we could just as easily be placed in a gDoc on the sidebar, and which we can already display via flair.

    submitted by /u/Wayward1
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    Why Synergies are the Secret to Slay the Spire’s Fun | Game Maker’s Toolkit

    Posted: 04 Mar 2019 07:10 AM PST

    Spinnortality: crunching the numbers (kinda postmortem from the dev)

    Posted: 04 Mar 2019 03:38 AM PST

    Is hiring pr firm for promotion worth it?

    Posted: 04 Mar 2019 11:44 AM PST

    Hey, from your experience, does hiring a pr firm for promotion benefit you more than what you pay?
    I am looking to hire a small pr firm for an early access on Steam not a full release.

    submitted by /u/itsnottme
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    How Binding of Isaac dungeons work, explained with dungeon dwarf architects and pugs

    Posted: 04 Mar 2019 07:57 AM PST

    Learn about how binding of isaac dungeons are created with the help of Doran the dungeon dwarf architect and pugs. I made this video explaining a good method on how to create Binding of Isaac like dungeons knowing that the game designers had created all rooms in the game beforehand.

    https://www.youtube.com/watch?v=-e1Ar7oIUeA

    submitted by /u/rudaloo
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    Is it okay to feature a picture of an Xbox/Playstation controller in the instructions of my game?

    Posted: 04 Mar 2019 04:35 AM PST

    As the title says i'm currently wondering if this would be ok. The purpose is to show what buttons do in the game. I do not intend to sell the game, it would be distributed for free on platforms like itch.io

    If this is not possible, what would you guys recommend?

    submitted by /u/qolisipoPT
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    Solving C++ STL compatibility issue with different compilers.

    Posted: 04 Mar 2019 08:02 AM PST

    Hello,

    I'm building a game engine, and one of it's features is having an editor that can (hot)load parts of the game without restarting the editor or recompiling the entire editor. This means the game modules need to be in a separate library(.so/.dll). This was going fine for a very long time, until I wanted to transfer vector's and map's from the Editor to the game and the other way around.

    Now normally you can share std::vectors and std::maps between .so/.dll's just fine, but because the Editor doesn't need to be recompiled, I can't guarantee that both the editor and game modules are compiled with the same compiler/compiler version.(STL implementation may differ between compiler or even compiler version, also ABI's may be different)

    Therefore I need a solution that allows binaries compiled with different compilers(version) to be used together. And I need help with that.

    What I thought of was 1, write my own replacement for the STL library and have everyone using the engine switch to that.(Not my favourite solution)

    2. Instead of directly trying to expose the STL types like vector, write a compatible wrapper around it, that just takes the vector array and put's it into an actual C style array, making it transferable without issue. (Not really something I'd like to do either because it requires manually converting vector to something transferable between libraries.)

    3. Find an stl library online that directly replaces the compilers STL with it's own version that will be included with the engine so it's always the same. This would be my favourite, but might not be feasable.

    How would you solve this situation? And do you have any other ideas?

    Thanks!

    Edit:

    The reason I need to do this is e.g., I create a list of parameters in the editor, and want to use that ist in my game module, it needs to get there some way. And when a gameobject can accept a list, I need it to get there some way as well.

    From what I've seen, UE4 uses it's own STL library, and so does EA. It's not my favourite way, but maybe it is my best option to just use a custom STL library and have it always be the same? Also, how much performance would I lose when using a non compiler specific STL library?

    submitted by /u/timl132
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    Procedural room _arrangement_

    Posted: 04 Mar 2019 09:28 AM PST

    Obviously, there are all sorts of blog posts and algorithms out there to randomly generate rooms of random size, but what about arranging predefined rooms. Think Enter the Gungeon or Binding of Isaac -- those rooms are designed before hand and arranged at run time.

    My question: what algorithms / tactics have you all used or heard of for procedural room arrangement. Ideally, the rooms are different sized but their dimensions are even multiples (say, 2x2, 2x1, 3x2). I'm a software engineer by trade, so I'm not afraid of the more complicated stuff.

    For reference, I'm using GMS2 to write a top down rogue-like.

    submitted by /u/original_account_nam
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    A couple resources that made my UI look much better (Unity3d)

    Posted: 03 Mar 2019 02:56 PM PST

    So a couple weeks ago I made a simple UI system. I did not have any animated transitions, and I used default ui images. It looked fairly terrible. I spent like $30 on the asset store for better transitions and ui skins and it looked better but I soon realized I could have done this for free. In fact the best assets I've found are free so I'm just going to list a couple. This is for beginners looking for a starting place and some decent effects.

    First of all there is unity extensions which has a ton of useful layouts, and allows you to use particles on top of the ui.

    https://bitbucket.org/UnityUIExtensions/unity-ui-extensions

    UI Effects Mob Sakai

    https://github.com/mob-sakai/UIEffect by far the most helpful asset I have found for ui effects.

    Particle help

    https://www.youtube.com/watch?v=hiRdux33UCs A ton of particle tutorials, this one focuses on ui.

    https://www.youtube.com/watch?v=rR_bm8f8rVE makin stuff look good in unity has a few useful tutorials on shaders as well.

    For creating button images and icons I just used photoshop and a commercial free store called flaticon.

    Hopefully this can help you get started with making some cool ui effects. It is by no means an exhaustive list, feel free to add suggestions.

    submitted by /u/wackyDev
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    Orx 2D Game Engine: Android Documentation has been updated

    Posted: 04 Mar 2019 12:13 PM PST

    Following on from Orx's 1.10 release last month - especially in regard to the Android support updates:

    The Android documentation in the Orx's wiki has been cleaned up and simplified to make it easier to follow. You can find all the Android tutorials and documents at: http://orx-project.org/wiki/en/tutorials/main#android

    We're also very keen for Android experts to spot any errors we've made. Also for beginners to call out any difficulties encountered, or if anything is simply not clear. Feel free to come chat with us on Gitter or simply here too (we're just less quick to answer on Reddit ;).

    Cheers!

    submitted by /u/FullyBugged
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    How do you guys stay motivated whilst making a game?

    Posted: 03 Mar 2019 11:28 PM PST

    I've been through it multiple times, I have ideas that I'm proud of, I start to work on it, then I get unmotivated after a couple of days. Its hard for me to find something that I will be passionate about and want to work on it.

    How do you guys deal with this?

    submitted by /u/Mason16YT
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    Adaptive random generation of multiple outcomes

    Posted: 04 Mar 2019 01:26 AM PST

    Steam Demo Download button BLANK pop-out window or not working

    Posted: 04 Mar 2019 11:08 AM PST

    We just released a free demo of our game Gadgeteer (demo-id: 1038270).

    Store page link

    https://store.steampowered.com/app/746560/Gadgeteer/

    However, the download option / button is creating trouble for some players where a few got a black/blank box appearing when hitting download, and others having nothing happened when clicking.

    We've asked Steam support for help but they have not responded back for a few days. We are wondering if it is a common issue with newly released demos, or a server issue? And what is the fix?

    Any help would be greatly appreciated.

    submitted by /u/orenosekai
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    Technical Design Patterns for Character Models

    Posted: 04 Mar 2019 10:57 AM PST

    Hi all, I'm working on a small RPG at the moment and teaching myself all aspects of developing games that way - just for fun really.

    Right now I'm working on building character models (3D, using Blender), and I'm wondering how to approach visible equipment from a technical design perspective.

    Let's say I have a player character model, and I want the player to be able to equip different clothes/armour/weapons/bags/whathaveyou and see those items on their character.

    What design patterns are out there to solve this? Would one build a naked character as the base, and then add items as separate meshes? Or build different single meshes for a few common configurations? Or maybe reflect equipment changes solely via textures?

    I hope somebody knows what I'm getting at and can point me in the right direction. Thanks!

    submitted by /u/Kane_da
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    Are game devs who signed NDA allowed to lie about their upcoming project ?

    Posted: 04 Mar 2019 10:49 AM PST

    For example:somebody leaked artwork or soundtrack of announced game that's currently in the making,are game devs allowed to debunk those leaks even if they are true?

    submitted by /u/phill7689
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    The difference between Squared Magnitude and Magnitude explained (5:26)

    Posted: 04 Mar 2019 12:52 AM PST

    New free sound pack featuring over sounds from 3D printed instruments. Get some plastic thunks and rubber band twangs here :)

    Posted: 04 Mar 2019 09:46 AM PST

    You can check out the pack right here: https://gum.co/bb_3dprint and use the code free_3d to reduce the price to $0 for the month of March. A video of the recording process and examples of the pack can be found right here.

    Hello friends! I love 3D printing. It's super cool to take a random idea and turn it into a real physical item you can hold in your hand. I printed out a few instruments that I found on Thingiverse and turned them into a sample pack. I also designed and created my own rubber band device for plucking. It was a very fun challenge.

    Inside this pack is over 120 unique samples, from rubber band plucks to rhythmic clacking to terrible kazoo solos. These sounds are wonderful for sound design, percussive layering, and general sound effects for multimedia projects.

    Some of these samples were lightly processed because the volume is so low I tried to remove some background rumble, but my aim is to leave the audio as raw as possible.

    These sounds are public domain (Creative Commons 0). You are free to enhance, reuse, remix, or do whatever with these files. Obviously, linking back to the pack or dropping my name in your liner notes is encouraged, but not required.

    submitted by /u/PM_ME_UR_FAVE_TUNE
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    The Untold Story Behind Astroneer's Difficult Development [51:48] (documentary)

    Posted: 04 Mar 2019 09:44 AM PST

    This just showed up in my YouTube feed:

    Noclip rides a shuttle to Seattle to tell the story of a group of dear friends who left their jobs in AAA to create the space game of their dreams. The story explores the struggles they encountered and the strangers that came on board to help them finish the journey.

    (This story deals with issues of loss and grief that some viewers may find difficult.)

    https://www.youtube.com/watch?v=tfUjl4owxTQ

    submitted by /u/brtt3000
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    Where do I start if I wanted to learn game development?

    Posted: 03 Mar 2019 10:18 PM PST

    I am currently a web developer and its the only thing I am good at in many fields of software development/programming. When starting as a web developer you should learn the three building blocks of web development such as HTML, CSS and JavaScript and also some server side language like PHP or Ruby. How about for game development? I heard C++ is the go to language but I do not know how to code in the language itself. How about for mobile games? Is it Java for Android and Swift for iOS? Is React Native also good for mobile game development? What are other must learn concepts for game development? I wanted to learn how to make games and wanted to start with creating mobile games. Thanks in advance!

    submitted by /u/devenator
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    Getting some interesting results with Unity VFX Graph (Tutorials in comments)

    Posted: 03 Mar 2019 08:40 PM PST

    If you've worked on a game, can you play it professionally?

    Posted: 04 Mar 2019 08:34 AM PST

    Just curious if you test or design a game can you play it in professional tournaments like esports?

    submitted by /u/couchtimes
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    How to reach out to gaming influencers?

    Posted: 04 Mar 2019 01:01 AM PST

    Video game influencers are the next big thing. For a long time marketing to the 'nerdy' part of the society was a niche thing. Not many companies cared to advertise to the gaming crowd because it was considered minor, with small purchasing power and very narrow interests. Nowadays, almost everybody is a gamer. If you don't play games on your PC or console, chances are that you still play some games on your phone. The growing popularity of gaming has evolved the industry in one that is bigger than the music and film industry combined. And even more surprising, more and more people are watching others play games.

    There are hundreds of thousands of video game channels out there ranging from small to mid-range that have great, close-knit communities. The engagement of the viewers is much better than that of massive celebrity influencers because the gaming influencers interact with their viewers on a daily basis and they do so in a more personal way. The best thing about those gaming influencers is that they are fresh, curious and fully open to sponsorship and endorsement.

    But… how do you actually reach out to those people for marketing purposes? Here are some tips:

    #1 Go to a meetup

    It allows you to get to know the real person behind the channel (which gives you a great chance to connect with them, check out their personality and see if you'd like them to work with your brand. There are the Twitch London Meetup, New York Streamer Meetup and many others going on regularly, but you can also organize your own.

    #2 Find a stream team

    Stream teams are a way for content creators on Twitch to get together and promote each other. If you find one streamer that you'd love to work with and he is a part of the team, be sure to check it out. Chances are you will find a massive community of channels that are very compatible with your brand and it will save you hours of browsing.
    --> Nowadays, a lot of E-sports organisations are creating their own stream teams. This might be a great opportunity to get more visibility for your brand.

    #3 Join a gaming influencer marketplace

    You can let someone else do the heavy lifting for you. Finding, researching and contacting influencers takes a serious amount of time. Marketplaces like Adshot, Wehype.it and Powerspike have databases full of gaming influencers ready to start creating content for you without any fuss on your side. They act as a real-life marketplace where you can easily find the right content creators and invite them for a campaign in a matter of clicks.

    For more tips on how to reach gaming influencers, make sure to check out our full blogpost on the topic:

    https://medium.com/@Adshot/how-to-reach-gaming-influencers-on-youtube-and-twitch-54b865d1790d

    submitted by /u/adshot
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    been trying to find info on what game engine this recent asian horror game (Devotion) was made in. Do you think it's in Unreal or Unity?

    Posted: 04 Mar 2019 08:30 AM PST

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