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    Thursday, March 7, 2019

    I'm a video games marketer and I've decided to start sharing my know-how. Here's my third video -Video Games Marketing 101: Announcing Your Game

    I'm a video games marketer and I've decided to start sharing my know-how. Here's my third video -Video Games Marketing 101: Announcing Your Game


    I'm a video games marketer and I've decided to start sharing my know-how. Here's my third video -Video Games Marketing 101: Announcing Your Game

    Posted: 07 Mar 2019 07:54 AM PST

    getting laid off soon, need advice (or hugs)

    Posted: 07 Mar 2019 05:58 AM PST

    So, the company I was working for as a Technical consultant / Product owner is going down and they are basically cutting the R&D to subcontract HW/SW development outside. I've been called in the boss office, been told "we are happy about what you did.", "you deserve better" and "you should look around".Basically they won't renew the contract that's ending in like 10 days.Nice... i_m_in_danger.jpg .

    There aren't many game companies here (Milan, IT) and while I don't have a CS degree my (now reduced) scrum team once did everything from web frontends,APIs, various backends,SAAS, Unity 3d interfaces & VR. I do code myself enough to do early prototypes. I actually tried to look for jobs in the gamedev scene here but didn't find much.

    At home I did a few game concepts during the years (I regularly play on PC) but never released anything.Oh and yesterday my GPU died. so I'll use the phone once I've to return the company Laptop.I was saving to qualify for a loan for my home and I might be able to withstand 8-10 months of pure inactivity.

    I might be really desperate.. but should I even consider going indie/solo? Are there places to find co-developers/new teams in need of someone that's not a uber-programmer? I understand that I might not be able to do PO/PM from abroad as well so I would have to move...I'm a decent project manager and have a entrepreneurial background with a track record of funding & success stories. I rather work with a team than alone to create value but I find it hard to find a team to start with.I've seen so many startups doing the thing right (good engineering) but ultimately doing the wrong thing (failure to create value). There I can help a lot.

    I might not have explained my motivations but here they are: I rather do something that I know I like and fail with a smile on my face than try finding happiness in other people's dreams.

    So beside not spending a fortune for a GTX2080 to get my rig back up running, can you drop any advice?If no advice is available I shall opt for hugs.

    Cheers.

    This is a trowaway account ofc.

    edit: Thanks everyone for the hugs! :) much appreciated

    submitted by /u/EffectiveShower
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    Shaders Case Study - Pokémon Battle Transitions - A great overview and tutorial on screen transitions with shaders

    Posted: 07 Mar 2019 07:54 AM PST

    How Overcooked! was Created - A Development History

    Posted: 07 Mar 2019 10:43 AM PST

    ECS (entity-component-system) back and forth, part 2: where are my entities?

    Posted: 07 Mar 2019 05:35 AM PST

    Choosing a programming language for developing audio games

    Posted: 07 Mar 2019 04:19 AM PST

    I'm blind. I'm completely blind.

    For blind people, there are games that are called audio games.

    I'll try to explain how it works.

    Imagine one of the existing games. For example, a shooter. Like Call Of Duty, Mafia, Grand Theft Auto.

    When you play in headphones. What do you hear? Right. Game sounds. No, wrong. 3D game sounds.

    Close your eyes and try to aim at an enemy without a screen. Height will prevent you, but the side will be correct if you shoot in the center.

    When I didn't know about screen access programs, I played such games in this way. And this is a description of the essence of audio games.

    In audio games there is no graphics, but there is a 3D sound. I hear enemies, in some games there is a sonic sight, which emits a beep, if my weapon is aimed at the enemy.

    Access to the menu, game information, such as the number of HP, ammo, is available through the screen access program. This is possible to implement through the library. For example this:

    https://github.com/dkager/tolk

    Thus, we get almost a full game. Like ordinary video games, but without graphics.

    Now the question is:

    What do you think, what programming languages ​​would be suitable for developing such games?

    Most blind developers use one of these three programming languages: C++, C#, Python.

    But perhaps you can advise other programming languages?

    I'll also be glad to know your opinion about these languages ​​for this task.

    Here is what I think about each of these three programming languages:

    1. C++. Perhaps the best tool for this task. But before I start developing such games, I will need to spend several years learning a programming language.

    2. C#. Very good programming language. Maybe you can say: "Use C#, it has Unity." But unfortunately, the Unity editor is required for developing such games. But the Unity editor was designed in such a way that it is not available to our screen access programs.

    In addition to Unity, there is a Monogame. But it is less popular.

    For these reasons, we are forced to use C# with libraries such as Bass, IrrKlang, OpenAL, OpenTK, etc.

    But there is another reason why I can't use C#. I am learning Java. And combining the study and use of these two languages is stupid.

    1. Python. Simple programming language. There are many people on the blind developers forum who believe that this is the best programming language for audio games. But there are two things that stop me in front of this programming language:

    1) I don't like the Python syntax. Although I can use it;

    2) I'm confused that a lot of people say that Python is a slow programming language. If I want to create a game like Call Of Duty, Grand Theft Auto and so on, but like an audio game, without graphics. Will there be enough python for this? After all, as I know, C++ is used to develop video games because 80% of the performance requires graphics. Is Python enough for it?

    If you worked with java. Can you tell me if this programming language is right for me?

    If you have worked or are working with other programming languages, please tell us if your programming languages ​​would be suitable for audio games.

    Please sorry for my english!

    Thanks in advance!

    submitted by /u/Jonikster
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    Stylized explosion after hard work for our game Legend of Keepers

    Posted: 07 Mar 2019 12:01 PM PST

    The Untold Story Behind Astroneer's Difficult Development

    Posted: 06 Mar 2019 12:59 PM PST

    Is there a coding or software architecture focused channel like Extra Credits?

    Posted: 07 Mar 2019 10:35 AM PST

    Extra credits is a great youtube channel to learn about game design, planning, game industry, ethics, game genres, etc..

    Is there a quality youtube channel that focuses on software architecture, networking, AI, rendering, game loops or any other technical part of the game development? Not language or engine specific but generic stuff?

    submitted by /u/Esqarrouth
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    How do you scratch the game dev itch during long waits with only a smart phone?

    Posted: 07 Mar 2019 09:28 AM PST

    I'm at a massive, all-day business conference, most of which doesn't apply to my career, and all I have with me is my iPhone. This kind of situation comes up from time to time, e.g. waiting for a flight without access to a laptop, or waiting for a graduation or other public event to start.

    At times like this, I feel like I'm just sitting around on my phone, and I wish I could do something game dev related, but I don't think there are really any tools for mobile to help move things along.

    The only things I can think of are:

    • Drawing apps to work on art assets
    • Trello or another task manager for organization and planning
    • Playing other games (for research?)
    • Notes for writing down random ideas

    I really wish I could actually program or build something, but I realize that might be impractical.

    Do you folks find yourselves in situations like that? What do you do to scratch the itch? What other apps or options are out there?

    \sigh** I really wish I had brought my laptop today.

    submitted by /u/AegisToast
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    This effect came out better than I thought (See comments for Unity VFX Graph tutorials)

    Posted: 07 Mar 2019 11:58 AM PST

    Materializing 3D models

    Posted: 07 Mar 2019 11:30 AM PST

    Building a grand strategy AI (My first proper computer game)

    Posted: 07 Mar 2019 05:19 AM PST

    I am working on making my own grand strategy space game my first proper computer game. (Think paradoxes crusader kings crossed with star wars empire at war (the battles are rts) a lot of work I know

    I am still in the early stages i have ~40% of all the interfaces working and most of the core architecture (i.e. saving, loading, movement, turn control)

    Anyway am thinking about how to implement a grand strategy ai. My game is real time but most processes are implemented once either daily and/or monthly. And the computer will control all the non player dynasties ( as their currently called) in the game.

    I am thinking to create a kind of priority queue for the ai decisions and it will assign each decision a value representing priority and sort it highest to lowest picking off the top is this a good way of doing it?

    I may post some early screen shots later as I am also still trying to think of a name for the game / and get some feedback on the game/artwork stay tuned

    submitted by /u/CgameDA
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    What about legal side of the game if you can't afford a lawyer?

    Posted: 07 Mar 2019 06:47 AM PST

    Hi, i can see legal side of the game is as important as the development side. You absolutely don't want to get sued. The problem is many people can't afford thousands of dollars before the release. You might want to prepare everything on your own but it is not worth the risk. What to do about this? Can you offer the payment after release? Or can you offer for example %20 percent of profit?

    Edit: Even my asset budget is $50 and 100$ for Steam Direct.

    submitted by /u/clairedelune02
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    What design gamedev tools can you add to this list?

    Posted: 07 Mar 2019 05:35 AM PST

    Memory management

    Posted: 07 Mar 2019 07:39 AM PST

    Hi guys, I'm considering building a game engine just for fun (I know I'm stupid but heh what ever) and I have a little question: Can Windows (or any other OS) be kicked out of RAM to allow the game engine to have ALL of it and prevent any process from the OS to become active?

    I know I managed to do it (to some extend) when I was doing some machine learning and using a weak laptop. It would froze until the training was over. At first we thought it had crashed but it didn't.

    Also would there be any downside of doing this (if possible)?

    submitted by /u/WartedKiller
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    how do i get the thickness of a mesh with ray cast?

    Posted: 07 Mar 2019 09:44 AM PST

    I have a mesh. and i want to figure out its thickness based on where and at what angle raycast hits it. does anybody has any ideas? I'm doing this for an experiment of my own. Its basically an bullet piercing experiment. I want a hitscan which can pierce through object but can also get affected if the object is thick or if it hit on an object at angle which would result for thickness to increase.

    submitted by /u/sanketvaria29
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    The difference between a hobbyist and professional unity skills?

    Posted: 07 Mar 2019 12:52 PM PST

    Hey all,

    I am interested in everyone's take on the difference between hobbyist and a professional use of Unity. I use Unity for my projects all the time and C# is my preferred language but I am interested in what bridges the gap between hobbyist level knowledge and professional level knowledge of the platform?

    Any information is greatly appreciated!

    submitted by /u/rocketarticuno
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    We love to remember the development process. Here we create the third level, the third act for Bulletproof, this is the view from the engine in the Unlit mode. Convenient to work when the light is not yet configured. Have you already played at this location?

    Posted: 07 Mar 2019 12:51 PM PST

    Some things I learned while putting together a proper design document

    Posted: 07 Mar 2019 06:44 AM PST

    A few weeks ago I realized I needed to *slow down* and put together a proper design for the project.

    I learned a few things, and decided to pay one of those fancy services that write academic papers to write a post for me - let me know what you think!

    https://fealtygame.com/2019/03/06/lessons-from-design.html

    submitted by /u/FealtyDev
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    Posted: 07 Mar 2019 12:27 PM PST

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    submitted by /u/vvnagsid
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    Should I use Unity 3D or Unreal 4 Engine for developing games?

    Posted: 07 Mar 2019 12:23 PM PST

    From what I researched, Unity 3D requires you to code heavily in order to develop a game. Whereas in Unreal 4, you can use the blueprints to create a full game. So very little to no knowledge is required of C++ in order to develop a game with Unreal 4.

    It seems like Unreal 4 Engine is the way to go if I want to minimize the amount of coding I would have to do.

    What do you think?

    submitted by /u/snapekilledyomomma
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    Help with experimentation

    Posted: 07 Mar 2019 12:16 PM PST

    I recently stood up an ESRGAN instance on my rig and have been playing with pulling apart some older games then redrawing the textures. Its been fun.

    I would like to attempt it with the newly released PC version of Onimusha Warlords. But I am not really sure how to start with even locating the textures (Odd file extensions) or what utility will allow me to extract them or reinject them easiest. I'm not too concerned with the difficulty or the actual results here but I cant seem to find any documentation or resources to get started.

    What resources would you guys recommend? and what reading?

    submitted by /u/glfour
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    Question about First Person Shooters

    Posted: 07 Mar 2019 12:05 PM PST

    I am working on a game, in which the player is equipped with a gun (amazing, right?).

    When he fires the gun, a bullet shoots from the muzzle of the gun, along a path in line with the gun's position (pan, tilt angles).

    The thing is that when firing at something nearby, it is not shooting directly at where the player is aiming, but a bit to the lower right, based on the position of the gun.

    Is there an industry standard for this kind of behavior? I feel like most games allow you to shoot directly at the center of the screen, rather than offsetting based on gun position.

    Just wondering if I should fix this, or if it is acceptable as is...

    submitted by /u/Chaaaaaaaalie
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