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    Sunday, March 3, 2019

    Simple, Accurate Collision Detection

    Simple, Accurate Collision Detection


    Simple, Accurate Collision Detection

    Posted: 03 Mar 2019 08:56 AM PST

    Top 15 Steam game by player count, Jan 2015-Dec 2018

    Posted: 02 Mar 2019 11:16 PM PST

    Indie Contract / NDA Templates for new team members

    Posted: 03 Mar 2019 10:14 AM PST

    Hey guys,

    Thought it would be worth a reachout before I started typing. I'm in indie developer and I'm taking someone on to help me create my game near full-time.

    Before sharing the source code I wanted to formalise the commercial arrangement and create a legal dis-incentivisation for him doing anything dodgy with the code. Does anyone know much about this area? Are there any good templates or standards for contracts of that nature? We're both from the UK if that makes any difference.

    Thanks!

    submitted by /u/JustForThis1123
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    Implementing small "cut scenes"

    Posted: 03 Mar 2019 09:59 AM PST

    When it comes to programming any game, I notice I tend to lose interest once I have to start thinking about making the game feel like a game. I'm making a turned based game in Java, and I have the combat phase worked out, but now I have to make the monsters appear life like by making them move towards the player and back.

    I could work out how to implement easily, but I don't think the way I would do it, with a bunch of booleans and if's, would be the cleanest way. And that idea that it would just result in a very cumbersome block of code makes me put it off as much as possible, but I can't much longer.

    I know this is by far not the hardest part of programming a game, but what are your approaches to these tasks?

    submitted by /u/Toscoes
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    How do you guys make textures for 3d models?

    Posted: 03 Mar 2019 06:51 AM PST

    I tried using Blender's texture paint tool but I found it too limiting.. I tried editing image externally in tools I like but its not the same hen you don't see the model update in realtime..

    Is there a third option I'm missing? What do you guys use to paint 3d model textures? Especially for human skins and faces..

    Thanks!

    submitted by /u/NessBots
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    This is the damage system in our new space sim roguelike Voyage

    Posted: 03 Mar 2019 11:21 AM PST

    A question about 'color theory' in games and media

    Posted: 03 Mar 2019 12:11 PM PST

    This might not be the right subredit for this but I do actually have a relevant question:

    I've noticed in video games and in media in general that a lot of them use a 'gold, light blue, pink' color palette. my question is, why? It's so odd to me that I keep seeing it, I'm just generally curious, thanks!

    submitted by /u/White0101
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    Music/SFX LIBRARY CC BY 4.0

    Posted: 03 Mar 2019 11:38 AM PST

    Greetings! Linking some free use audio content, hopefully these can help with your GameDev endeavours! Tracks and SFX categorized by genre playlists. Creative Commons BY 4.0. These are high quality, ready to use audio tracks, mixed to industry standards and not some dinky sounding things as much free sourced audio is. Drop a comment if you're looking for a specific SFX/Genre, I'll be sure to take it into account when creating more free content. Cheers!

    Sound Effects:

    https://www.youtube.com/watch?v=PZo27Wp1a1k&list=PLgmq-Tu_d08dattywYGraD8tdYed0sxbg

    Ambient/Soundtrack:

    https://www.youtube.com/watch?v=0Gnde3rOoyQ&list=PLgmq-Tu_d08eIlo5XY_4eKmFHXhTJ1eRy

    Rock:

    https://www.youtube.com/watch?v=kt6okqlAUkI&list=PLgmq-Tu_d08dqPu9bBCsq8k1LmzHNCUx4

    Electronic:

    https://www.youtube.com/watch?v=0Gnde3rOoyQ&list=PLgmq-Tu_d08evsklzxaaaKUHJqdFEmTAl

    Hip Hop/Chill:

    https://www.youtube.com/watch?v=hEJSshL_kn4&list=PLgmq-Tu_d08fRmdghZ7HPfHB0D6P0TzKE

    submitted by /u/GravitySoundOfficial
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    Has anybody made a mobile game and just given it away for free no IAP or ads?

    Posted: 03 Mar 2019 10:27 AM PST

    Has anybody made a mobile game and just given it away for free no IAP or ads? The bellow is of course assuming that your game is fun and a high quality game.

    It seems like a silly idea but it could be used as marketing for another game, brand awareness or getting a loyal fanbase.

    On the surface it seems like a good idea, you can use the No-ads marketing could get people to download your game. You could in have people sign up to your email list or follow you on twitter.

    Do you think this approach would make Apple or Google not feature you game. After all, they are hosting it and getting nothing in return.

    submitted by /u/diskmammoth
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    Consensus on low-poly, N64/PS1 era aesthetic?

    Posted: 02 Mar 2019 11:37 PM PST

    I'm not talking about the "new" low-poly stuff which looks very polished and is almost unrelated. I mean stuff that looked the way it did due to the technological limitations of the time, including low quality textures, the specific shaders, imperfect aliasing stuff, etc.

    Personally I feel like it has a certain appeal, and definitely the potential to be beautiful. I didn't really experience games until around the gamecube/ps2 era so I don't think it's nostalgia, although I do acknowledge that that's also a factor in it's general appeal. It doesn't seem to be very popular anymore (whereas stuff like pixel art still is)

    As people who have probably invested significant time into developing the visual aesthetics for games, what do you guys think? Is it something you've ever considered implementing? Is it something you have implemented? What's you're general opinion? etc

    submitted by /u/NonuDigital
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    Second day of unity, damn i feel like i can conquer the world.

    Posted: 03 Mar 2019 12:22 PM PST

    A Guide to using input action assets to improve your controller bindings in Unity

    Posted: 03 Mar 2019 12:00 PM PST

    Please give me feedback on my new game that is still in development!

    Posted: 03 Mar 2019 11:30 AM PST

    How would one go about making a "binding of isaac" like weapon unlock system?

    Posted: 03 Mar 2019 11:16 AM PST

    I want to make a weapon unlock system like binding of isaac, but dont know where to start from. Like as the game progresses the weapon becomes available for future use.

    "Weapon X has now been unlocked and can be found in the dungeon"

    I tried to look it up but couldnt find any good weapon unlock tutorial online.

    Anyone got any experience with this?

    Thanks

    submitted by /u/ustaaz
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    I made a JRPG (in Java) for 150 students to develop on top of! Check it out. From world building and animations, to exclusive music, to turn based battles. I'd be SO thankful for some feedback! Have a good day!

    Posted: 03 Mar 2019 10:28 AM PST

    So... how does one actually develop a game using a framework?

    Posted: 03 Mar 2019 01:19 AM PST

    I am currently learning and practising game development (specifically game programming) aiming to always become better and better at it. One factor that I found to be a potential problem was the usage of a pre-made game engine. The reasons why I thought continuing the usage of those were as follows: having to re-learn everything when changing engines, feature bloat, inferior performance, engine design doesn't work well with game function, platform support, or cost issues. Additionally, I simply wanted to learn programming and truly understand what game development means, which I felt I wasn't getting before.

    So I've decided to attempt developing a (basic) game from scratch using a framework. Currently I'm trying out love2d as it seems to be simple enough for someone like me to grasp relatively easily. Regardless of what I'm using, while I don't exactly have major problems writing code, learning the syntax and nuances is a little tricky. The real problem is that I've quickly found myself at a roadblock as I can't figure out how to actually program a game. It's easy to draw a rectangle and make it change colour when pressing a key, but actually managing to set up an entire engine so that you can build the rest of the game from there feels so overwhelming and confusing to the point where I just can't do anything.

    Could somebody point me in the right direction in regards to this? I'm sorry in advance if I seem too overconfident with my claims and thoughts, so please correct me and make me understand the bigger picture a little better if what I say is terribly wrong.

    submitted by /u/garirry
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    After years of failing, and getting back up, I finally finished my very first game as a teenager.

    Posted: 02 Mar 2019 09:47 PM PST

    This is more of an inspirational post with more to give.

    I started getting into game development when I was about 14, and I started badly. To say the least, it all went bad. I kept failing at a project year after year. Just because It never felt right, or because it was just a bad game in general. But, being bad or not, it was still something I created. I am currently the age of 17 and years of failing, I got back up. I finally managed to create a game on my own with all the codes, and some models, and just a little help from the lovely game development community.

    I started making horror games and all, to say this! It never turned good, I followed trends, and failed badly. Restarted multiple games and failing each time. BUT! I did improve and learn something each time, and that was the best part. You learned something new. And everytime you did, you always knew how to improve the next time. And I was glad about that. My games always looked basic, and generic. And if they still do, I could learn from that. And playing others, and talking to others about their experience easily helped me out too.

    I have mental health problems as well to toss that up, bad anxiety, and just social stuff. And that was hard enough to deal with, and time kept me. I took long breaks, but managed to keep my interest, and loved that interest. I fell short of something, and I traveled all this way for something, and I got it. I finally made something I can be proud of and share to others and say I made it.

    Just because you lack something, or don't have enough time, well.. You do have enough, just slowly you can create something and have a good time with it. I know it could be hard at times, but being in a horrible state even, you can do it. Having a horrible chance at it too, you can do that.

    It may not be much, but it is a story I'd like to share. I guess if people are interested in the game, I'll post it in the comments. blah. Thanks!

    submitted by /u/JohnnyGotCaged
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    Ads Not Showing -Latest Problem solved

    Posted: 03 Mar 2019 09:34 AM PST

    If your Ads are not showing in your app then you can show after reading How to Show ads in Your App

    Ads not showing

    submitted by /u/Amirbingi
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    Working on the game called The Capitol! Here it is a screenshot of the main menu. What do y'all think?

    Posted: 03 Mar 2019 09:14 AM PST

    What the hell is this? Playing Halo Reach with my friends in split screen and we were out of bounds (deathwall deactivated by the pelican easter egg). At one point, when we look back at the playable area, we see this, that shows the other player screen and this something else at top. what is this?

    Posted: 03 Mar 2019 08:56 AM PST

    It feels really great to enjoy playing your own game! Gamedev is so great!

    Posted: 03 Mar 2019 08:53 AM PST

    What's more difficult? Design and program graphics 2D or 3D?

    Posted: 03 Mar 2019 08:53 AM PST

    I mean, is more easy design a 2d graphic and program her movements from a sprite sheet or make a 3d model and program it?

    submitted by /u/salinas38m
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    SaveMe - a C++ library for managing persistent game data

    Posted: 02 Mar 2019 07:36 PM PST

    I saw a thread not too long ago about a developer asking how others save and load their game data. And it made me sad when I heard about how this developer was using a very manual, tedious, and error-prone process. I realized that with a bit of reworking, I could rewrite my game engine's persistent storage system as a standalone library, and this is the first draft of that effort. In fact, I'm probably going to replace my old code with this one at some point, as it's actually a bit nicer than the version in my engine.

    So, here's the SaveMe library. It's brand-spanking new, so consider it at an alpha state. I've unit-tested the library's basic functionality pretty well, but there could still be issues lurking. The design may also change based on how things go when I integrate this back into my game engine, and if there's any external feedback.

    Essentially, SaveMe is designed as a global registry using an object-oriented paradigm for organizing data. You can retrieve "registry objects" by ID (an integer, string, or GUID), and then read and write properties to those objects. Since properties are serialized by name, you don't have to worry about adding, removing, or re-arranging your data. For simple scenarios, there are some proxy objects that you can embed in your classes to automatically synchronize property data with the registry. For more complex scenarios, you can create objects as children of other objects, allowing you to build complex, nested data hierarchies.

    Supported types for properties are: bool, int32_t, int64_t, uint32_t, uint64_t, float, double, std::string, Guid, Vector2f, Vector3f, Vector4f. The last four are custom data types used solely for the purpose of serializing properties - you'll have to write conversion functions for them.

    Anyhow, I have no idea if anyone is interested in this, but it's there if you want to try it out.

    Also, feel free to check other libraries of mine, the Jinx scripting language, and Tbl, a small utility class for parsing CSV files. These are part of an ongoing effort of mine to modularize and open-source various libraries and utilities used in my own games, in a small effort to help the community of game developers.

    submitted by /u/BoarsLair
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