I've created a tutorial about how transforming the most crappy art into usable pixel art |
- I've created a tutorial about how transforming the most crappy art into usable pixel art
- Google Unveils Gaming Platform Stadia, A Competitor To Xbox, PlayStation And PC
- Why Game Developers Are Talking About Unionization
- Unity MEGACITY project (Code, assets, etc) available today (7GB)
- Pure ECS pong in 150 lines of code (see post)
- So, are you guys going to check Stadia? Share your thoughts.
- How was game with such complexity as "Rollercoaster Tycoon" made in x86 assembly ?
- 10.000+ free public domain game assets from an abandoned game
- Becoming a game developer.
- Google GDC 2019 Gaming Announcement
- Lots of beautiful color palettes to use for games etc.
- Accelerating The Real-Time Ray Tracing Ecosystem: DXR For GeForce RTX and GeForce GTX
- When using Blender or other 3d modelling software, how much polygons do you find to be too much polygons? Just asking about the limitations of modern hardware.
- How to draw pixel art CHARACTER in 7 minutes EASY (Photoshop)
- How would you make a physics based limb cutting mechanism (or even partial cutting) with squirting blood like in kill bill with Unity?
- Jason Rohrer: Make fewer consumable games, more unique situation generators
- Starting my own series on LWJGL Game Design. Want to learn how to make games of a specific genre? Let me teach you
- Is there a way to write a game's storyline and its branching logic before picking a game engine?
- Are steam trading cards still a good idea for small indies in 2019?
- Gamasutra - Unity partners with Havok to roll out new physics systems
- I am having trouble with the logic for 2D Platformer Sliding Collision
- Blender 2.8 SHIELD tutorial for games.
- When were Value and OpenSimplex Noise invented?
- Gamasutra - Epic Games Store roadmap outlines cloud saves, achievements, user reviews
I've created a tutorial about how transforming the most crappy art into usable pixel art Posted: 19 Mar 2019 02:54 AM PDT |
Google Unveils Gaming Platform Stadia, A Competitor To Xbox, PlayStation And PC Posted: 19 Mar 2019 10:59 AM PDT |
Why Game Developers Are Talking About Unionization Posted: 18 Mar 2019 04:23 PM PDT |
Unity MEGACITY project (Code, assets, etc) available today (7GB) Posted: 19 Mar 2019 01:42 AM PDT |
Pure ECS pong in 150 lines of code (see post) Posted: 19 Mar 2019 12:41 AM PDT |
So, are you guys going to check Stadia? Share your thoughts. Posted: 19 Mar 2019 11:09 AM PDT |
How was game with such complexity as "Rollercoaster Tycoon" made in x86 assembly ? Posted: 19 Mar 2019 12:37 AM PDT Why would he do that in 1999 ? Did that affect the game design as well ? [link] [comments] |
10.000+ free public domain game assets from an abandoned game Posted: 18 Mar 2019 06:53 PM PDT |
Posted: 19 Mar 2019 07:19 AM PDT Hey all, I'm a 25yo programmer with experience mostly in SAP related things (ABAP, CRM & etc) but also know JS (including CSS and HTML) and a bit of C++, C#. Honestly, video games are my life. If I could work for a gaming company, I would but a. I've no experience in the field and b. There are no "real" video games companies where I live. Of course I would love to work for them, just for now, but they won't take me cause of lack of experience. I consider trying to become a lone game developer, just to see what it's like. I have plenty of ideas, in which I believe in. I'm well trained with editing sounds, music, photos and videos but can't draw at all sadly. Plus, I'm not the smartest or most enthusiastic programmer there is. I like coding but my real passion is more on the creative side - All the ideas, designs, stories, sounds... How it all fits together to create a great gaming experience. Seeing and reading posts here, it seems that though my passion is video games, programming one isn't a piece of cake. So I'm at a lost here, honestly. Just looking for some guidance/advice if possible, or even self experiences you all had. [link] [comments] |
Google GDC 2019 Gaming Announcement Posted: 19 Mar 2019 02:39 AM PDT |
Lots of beautiful color palettes to use for games etc. Posted: 18 Mar 2019 06:59 PM PDT |
Accelerating The Real-Time Ray Tracing Ecosystem: DXR For GeForce RTX and GeForce GTX Posted: 19 Mar 2019 07:14 AM PDT |
Posted: 19 Mar 2019 10:10 AM PDT Quite new to blender modelling, just 2 months in. The problem I am having right now is game optimization is freaking me out right now, I am just terrified on how much polygon and geometry is too much, I look at games like resident evil 4 and think about how the heck are these games running so smoothly. I'm gonna admit I'm kind of paranoid at this point as every polygonal game I look at is freaking me out. [link] [comments] |
How to draw pixel art CHARACTER in 7 minutes EASY (Photoshop) Posted: 19 Mar 2019 11:34 AM PDT |
Posted: 19 Mar 2019 09:12 AM PDT Title says it. I am clueless to how you would achieve such a result. For instance you have a character with set animations and puppetmaster and then having someone cut him with a katana and make him both react and lose a limb and get blood spurting (not premade but with physics). [link] [comments] |
Jason Rohrer: Make fewer consumable games, more unique situation generators Posted: 19 Mar 2019 01:59 AM PDT |
Posted: 18 Mar 2019 05:29 PM PDT Ever want to learn game design from a homeless veteran with a bizarre sense of humor? That's weirdly specific, but you're in luck! So, back in January I moved out of state for a new job with a large streaming platform. Unfortunately, that job let me go not long after I started due to them ultimately deciding to can the project I was working on. Since then, I've been on the streets. However, it's been getting incredibly monotonous sending in dozens of applications every week, so recently I decided until I can start full-time work again, I'll get back into game design with an interesting twist. So, I've started writing tutorials. However, in the interest of separating myself from the amassment of generic OpenGL/LWJGL tutorials out there, I'd be including focus on various aspects of game design. For the people interested in specific genres of games, I'll be structuring my tutorial series in a way that allow the readers to branch out into different genres of game programming. So, I introduce you all to my Game Design Bootcamp. As my series expands, I'll be breaking off my tutorials to cover the different ways game engines are developed for specific genres. While it's important to learn about the different applications of OpenGL as a beginner, a reader wanting to learn to make a 2D tower defense game doesn't need to read a number of tutorials about loading 3D models. Let me know what genres you want to see covered, and I'll include them as I begin branching out my chapters. [link] [comments] |
Is there a way to write a game's storyline and its branching logic before picking a game engine? Posted: 19 Mar 2019 10:01 AM PDT Something designed for a story-driven game with branching storylines, an event system (and being able to make an event call a function, for example to modify character stats), text cutscenes, and so on. The idea is to have a simple portable core that that could then be attached to a game engine, without having to reimplement everything in an engine-specific language. [link] [comments] |
Are steam trading cards still a good idea for small indies in 2019? Posted: 19 Mar 2019 07:42 AM PDT It doesn't seem like a large investment of effort, and can boost your sales numbers. Just curious what the community thinks since I have no experience with steam cards myself. [link] [comments] |
Gamasutra - Unity partners with Havok to roll out new physics systems Posted: 18 Mar 2019 09:22 PM PDT |
I am having trouble with the logic for 2D Platformer Sliding Collision Posted: 19 Mar 2019 09:34 AM PDT Hello I have been stuck on this for a past couple of days and I can not seem to get a working solution and I think it is because I can't grasp the logic behind 2D collision. I am using JavaFX to create my game I have platforms that are Rectangle objects and each time I call to update my Player object I create a new Rectangle with the player's x, y, width and height and then check using the .intersects method to see I have a collision. Up until this point everything works fine, the problem I am having is the resolution of the collision. I don't understand how to get the positional relationship between the two Rectangles. So for example, I can get directly above, so that the player can't fall through objects, but my problem comes when I have the player colliding into the side of an platform. Here's a picture of what I mean. So the player would be moving in the direction of the arrow. What I want to happen is that the player can not move right, but will still fall. Some code of what I have tried to do. The problem is that it will stop the player falling as it thinks that the player is still above the object. EDIT SOLUTION: To anyone else who looks at this for future reference, I did Above is pseudo for my solution. By fake move, I simply just created two new Rectangles for one that would have moved in the x axis and one that would have moved in the y axis. [link] [comments] |
Blender 2.8 SHIELD tutorial for games. Posted: 19 Mar 2019 01:12 PM PDT |
When were Value and OpenSimplex Noise invented? Posted: 19 Mar 2019 01:12 PM PDT |
Gamasutra - Epic Games Store roadmap outlines cloud saves, achievements, user reviews Posted: 19 Mar 2019 03:22 AM PDT |
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