• Breaking News

    Saturday, April 6, 2019

    I've successfully managed to implement open world mobile game (iOS + Android) with dynamic culling and tons of dynamic content using Unity in the past 2 years. Ask me anything! Last time I posted a tutorial on shaders for this game - this time we could do something else. Video related

    I've successfully managed to implement open world mobile game (iOS + Android) with dynamic culling and tons of dynamic content using Unity in the past 2 years. Ask me anything! Last time I posted a tutorial on shaders for this game - this time we could do something else. Video related


    I've successfully managed to implement open world mobile game (iOS + Android) with dynamic culling and tons of dynamic content using Unity in the past 2 years. Ask me anything! Last time I posted a tutorial on shaders for this game - this time we could do something else. Video related

    Posted: 05 Apr 2019 05:42 PM PDT

    I created a Metroid Prime project in Unreal, to give myself a better understanding of Level Design, whilst also allowing me to learn more about blueprints.

    Posted: 06 Apr 2019 08:33 AM PDT

    I've updated the GDC Vault Explorer with content from 2019 to 2009

    Posted: 06 Apr 2019 07:10 AM PDT

    The tech behind Noita's Falling Sand Simulation

    Posted: 06 Apr 2019 02:06 AM PDT

    Godot 3.2 will get pseudo 3D support in 2D engine

    Posted: 06 Apr 2019 10:39 AM PDT

    There are so many simple hyper casual games on the mobile stores that I'm afraid of my game already existing

    Posted: 06 Apr 2019 07:55 AM PDT

    Accidently ''copying'' a hyper casual game is a fear of mine. I haven't looked at the list of games in the playstore so I don't know what the current hyped simple games are, but I'm afraid that once I create a good prototype and later on scroll down the list of current mobile games, something similar will pop up. And I'm talking about mechanics.

    submitted by /u/DavoMyan
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    Developing in 3D is so different compared to 2D

    Posted: 06 Apr 2019 10:34 AM PDT

    Problem in 2D Game: Oh no the player's movement is a little weird

    Solution in 2D Game: Ah I see it had to do with the player's movement script

    Problem in 3D Game: Oh no the player's movement is a little weird

    Solution in 3D Game: Wait when did I start rewriting shaders?

    submitted by /u/TheTurboKiller
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    GCD 2019 talks are now live!

    Posted: 05 Apr 2019 06:07 PM PDT

    Is there any guides that go through the process of integrating RenderDoc's API into your projects?

    Posted: 06 Apr 2019 08:23 AM PDT

    RenderDoc has this on their site: https://renderdoc.org/docs/in_application_api.html

    But I am still having trouble figuring out the proper way of integrating the API into my 3D graphics engine. If anyone has any resources on doing this, I would really appreciate it!

    Thanks

    submitted by /u/Ershany
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    I just discovered Xbox Live Creators Program. Does this mean i can resurrect my Xbox 360 indie game using mono game and publish it on Xbox one?

    Posted: 06 Apr 2019 02:21 AM PDT

    I've been, on and off for a long time now, considering getting into monogame development as a way of dusting off my old xna Xbox 360 game and releasing it on mobile. I was disappointed when the Xbox one indie id thing wouldn't allow me to release my game on the Xbox one when it came out, but now I just discovered this new indie thing for Xbox one.

    Anyone have experience with this? And with getting their old Xbox 360 indie game up and running on the Xbox one with mono game?

    submitted by /u/TarnishedVictory
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    Screenshot Saturday #427 - New Look

    Posted: 05 Apr 2019 10:47 PM PDT

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    Previous Screenshot Saturdays


    Bonus question: Does the studio/team/person that made your favorite game still make great games?

    submitted by /u/Sexual_Lettuce
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    I showcased my surreal adventure RPG at this year's GDC with the Indie Megabooth - here's how it went and some tips for first-timers.

    Posted: 06 Apr 2019 04:33 AM PDT

    Hey guys! Last month I took my surreal adventure RPG She Dreams Elsewhere to GDC and exhibited with the Indie Megabooth. It was my first time going to GDC and I did it completely solo. You can read the full blog post here, but here's some tips for future first-timers:

    • Contact press as early as possible. Journalists (and really most attendees) get their schedules set up pretty early, what with the sheer amount of stuff there is to see and do at the event. I dragged my feet on this up until the week before GDC since I was busy with other commitments (plus the unfortunate, and thankfully averted, chance I wouldn't be able to go at all). I was still able to do a few really dope interviews, but those were mostly on the spot. Thankfully, one of the perks of the Indie Megabooth is the press registration list, so I at least still have all those fantastic contacts.
    • Book your flights and accommodations as early as possible. Virtually the entire gaming industry comes into San Francisco that week, meaning accomodations get booked fast and rates go up the closer it is to the show. For the best rates, definitely book early, and if you can, book somewhere close to the convention center. I stayed in a hostel in El Cerrito across the bay, and while it was a nice stay and traveling was simple enough, it still took a fat minute going to and from the event. Speaking of which…
    • Be vigilant, take Ubers/drive home, and don't go out alone at night. It can get pretty sketchy around the Moscone Center. Like, I mean even a street or two away. Put your badge away when out on the streets so it's not a dead giveaway you're a tourist, and don't go waving your phone around all willy-nilly either. Also, just straight up avoid the Tenderloin area. If you're just exploring, it's very easy to wander into it accidentally, but believe me – you really, really want to avoid it.
    • Promote your presence at the show as much as possible beforehand. I tweeted and posted on Instagram several times in the leadup to the show (should've done even more, if I'm being honest) and released the game's official trailer and cover art a few days before which provided even more traffic. Plus, the Indie Megabooth shouted the game out a few times both before and during the show, so much love to them for that as well!
    • Make a schedule for the week, but be flexible. There's a boatload of things to do and I barely scratched the surface with what I did. Plan ahead, but also be open to spontaneous hangouts, parties, distractions, and time to explore (which you should also try to set time aside for, SFO is a beautiful city).
    • Talk to EVERYONE! Okay, maybe not everyone, but definitely as many people as you can wherever possible. Some of the most interesting conversations I had were with people I met while standing in line for something. For all my fellow introverts out there, I know you're probably screaming in anguish right now, and I hear ya. Honestly, the best advice I can give you is to just go for it. Everyone I met was super friendly and welcoming, and just like the first few weeks of college, everyone is down to meet other people! Just be chill and confident; you never know who you might meet…
    • Find other opportunities to showcase your game outside the expo hall. There's a bunch of different events going on after-hours, with some like The MIX requiring submissions in advance (plus a booth setup fee), while others will just allow you to bring a laptop, find an open space, and do your thing. Sadly I wasn't able to do any of this, since my laptop has been busted for well over a year now and can only be used with a monitor. The joys of being a broke solo dev, amirite?
    • Bring a boatload of business cards. And follow up on any (or at least the most relevant) you receive as well, particularly if they're an especially important/notable contact. If you have trouble remembering names/faces, you can also ask to take a picture of the person with their card next to them. Or just write down a note about where/when you met them. Oh, and another protip: the front/back of your badge is a great place to store business cards, just be sure to empty it out and store them at the end of each night.
    • Use hand sanitizer. Liberally. I'm JUST now getting over a gnarly cold… two weeks after the event. It's not a fun time, yo. Granted, said cold got a second wind due to staying mostly outdoors for two days straight moving furniture and shooting a music video… but that's a different story. Also, buy a pack of Airbone if you can (I didn't, sadly) – they're great at staving off colds like that.
    • Mind your conversation topics at the show, on the streets, at the airport, etc. I personally didn't have an issue with this, but you never know who could be listening. Just something to keep in mind, you feel me?
    • When choosing one of the many, many parties to attend, decide whether you're there to network or to straight-up party and choose accordingly. Some events are more laid-back where you can talk to a ton of people at a relatively normal volume for a long period of time, while others are full of energy where you have to practically scream to be heard. To give you an example, on Wednesday night I went to three parties – the first one was mainly networking-focused, the second one was more chill with me and a few friends talking over drinks, and the third one was a straight up rave. You can definitely do both, but it's good to prioritize and decide whether said party is a good fit for your needs. No matter what you decide, definitely have fun but remember to be respectful.
    • Get as much rest as you can and save some time for yourself. GDC is fantastic, but also extremely intense, and by the end of the first day I was already completely pooped. It's a long week, so save your energy and prioritize the stuff you really want to do. As someone said best on Twitter (can't remember who) – "It's better to do half the things at 100% than all the things at 50%."
    • Be respectful and don't be an asshole. You would think this wouldn't need to be said, but you'd be surprised at some of stories I've heard… particularly when it comes to douchey guys condescendingly questioning or even straight up harassing women. If you see/hear any harassment of any kind, either call it out, step in or report it to a volunteer. Remember: no one likes an asshole, y'all.
    • As always, have fun! And take lots of pictures and selfies. :)

    What do you think? Anybody got anything else to add? If you attended this year, how was your experience? I'd love to get different perspectives. In any case, thanks for reading and I hope it was helpful! (And again, feel free to read the full postmortem here.)

    submitted by /u/MirokuOsami
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    Looking for a specific article about making a build server on a budget

    Posted: 06 Apr 2019 12:01 PM PDT

    Some time ago I read an article by an indie gamedev about how he built their build server that they used for automatic, GIT-commit triggered multi-platform builds.

    From what I remember, he bought a cheap server-rack, server & UPS from Ebay/Alibaba/etc. and set up a VM for every platform he'd needed builds for (I think it was Windows, OSX & some consoles). For the game engine I think he used Unity but didn't (want to?) use their Cloud Build service.

    Even after a couple hours of googling I can't find the article anywhere. It could have been a Medium article but it could also have been a blog post on the authors website. I know for sure that it had pictures of their setup in there.

    Anyone recognize the article I'm looking for?

    submitted by /u/BilLELE
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    We can now change Visual Effect Graph properties in real-time through our own game scripts. This shows how I am using a pixel type effect for meteors while I make changes to the force and gradient. (See comments for tutorials)

    Posted: 06 Apr 2019 11:46 AM PDT

    Prodeus - Visual Feedback Update

    Posted: 06 Apr 2019 11:42 AM PDT

    Glass Smasher - Revaluation !!!

    Posted: 06 Apr 2019 11:28 AM PDT

    Today I was going through my old file and suddenly found this old build of glass smasher : youtube.com/watch?v=-BKVNQjIRGo

    Vs latest build: youtube.com/watch?v=9s9Zd4lh0XI&t=2s

    It gives me quite sense of satisfaction seeing the progress and how the game turned out to be.

    Google play: https://play.google.com/store/apps/details?id=com.iconic.GlassSmasher

    Itch.io: https://pseudogamer01.itch.io/glass-smasher

    gamejolt: https://gamejolt.com/games/Glass-Smasher/403945

    Share and support!

    submitted by /u/pesudosgamer
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    I'm planning on turning r/wbgame into a video game. Any gameplay feature suggestions?

    Posted: 06 Apr 2019 11:24 AM PDT

    Should I use an engine for my game?

    Posted: 06 Apr 2019 11:23 AM PDT

    I have been dabbling in Unity, with the idea of using it to make my game. I am already very competent with Java and familiar with C#, so I figured it shouldn't be too tricky. But after a few weeks of toil, I've decided that there are very many features in Unity that I simply don't need in my game. Lighting, physics, even 3D support are all unnecessary in the game I'm wanting to make. So my question is; should I push through and get familiar with Unity, or should I simply write my game from scratch, without an engine? Are there any advantages to working in an engine if you aren't using any of the more complex features?

    submitted by /u/JonasPKnochelmann
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    The Randomized Buckets of Threes! | Farlands In Focus

    Posted: 06 Apr 2019 11:17 AM PDT

    Advice for my first game?

    Posted: 06 Apr 2019 10:56 AM PDT

    Heya!

    I wanted to ask and research what would be the best method on starting my own game. (Probably the question and thread you may get asked a lot by aspiring game devs, but I already have some experience)

    What I wanted to do: I've wanted to do my own game, maybe a re-skin/mod of an FPS (Like Neotokyo on steam) or a fighting versus game, like Street Fighter or Mortal Kombat. This is because it both seems easier to to a mod or re-skin then say a full blown RPG world with story and quests and at the same time, a fighting game or FPS isn't 100% boring either, so it's at a good balance.

    About me:
    So I've been working in the games industry for about 3 years now as a concept artist and although I love my job at the studio I've been wondering about making my own project, I was inspired by a documentary on Valve and Half Life, about how they started testing a simple FPS game before making Half Life, right after GabeN left Microsoft to found Valve and I wanted to do sorta the same. I've been producing some concept art for my personal art gallery to contrast all the private concepts I do under NDA's and I thought I could use some of them as a visual guide for a game.

    My research went as far as looking at some scripts and packages at both Unreal Engine store and Unity market place, seems some people already have been doing kind of a template for others to buy but I don't know the full extent of it, how complicated it'd be to replace models, animations and such.

    I'm also putting some money aside for this as I am aware I'd need to hire people for at least programming, cleaning up 3D models, etc.

    Does this seem easier now with today's technology and markets like Unity and Unreal store, or is it very hard still for a small team of indies to pull of stuff like this?

    submitted by /u/ignitionchemistry
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    How does anyone program original ideas ?

    Posted: 06 Apr 2019 07:09 AM PDT

    I'm a few months into programming and whenever i want to go off the beaten path and want to do something original i just can't do it, even if its something that is definitely possible, unless i see it done first and copy how someone does it, i cant do it. I've been switching between Unity, Unreal, and cry engine just trying to see if any of their api's stick with me. I dont get how anyone can fully learn an api and be able to script anything they want without looking up how other ppl have done it.

    Does this go away after a while ?

    How can u become fluent in an api ?

    And how can u program an orginal idea ?

    am i just retarded ???

    submitted by /u/femist_Shero
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    Changing programming disciplines

    Posted: 06 Apr 2019 02:03 AM PDT

    In anticipation of my graduation this May, I have begun applying at various studios in the hopes of being hired as an entry-level gameplay programmer. Of the studios that responded, the one I am most interested in, Ubisoft, denied my application for a gameplay programming role and instead offered me an interview for an engine programming position abroad. While I do have a penchant for mathematics and can easily see myself succeeding in engine programming, I am also a very creative person and think I would be happier interacting with the designers on a daily basis to program gameplay. On the other hand, however, this is also a great opportunity for me to finally break into the industry.

    Given all of the above, I am wondering how challenging it is, if at all, for a programmer to change disciplines within the industry and the studio itself. Bonus points if you have experience working with Ubisoft in particular!

    submitted by /u/cvrnvgv
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    Are there any performance reasons to skip Unity in 2019?

    Posted: 06 Apr 2019 06:29 AM PDT

    I was planning on learning and using Unreal, but Epic's recent conduct has been a huge turn off and I'm honestly concerned they will insist UE developed titles have to be EGS exclusive on PC in the future. But afaik, in the past Unity has had serious performance issues, especially on hardware like the Switch, because the engine doesn't thread great. I heard games like The Sexy Brutale suffered on Switch because of it. Has this issue been resolved?

    Also, does anyone know of an open source engine that could realistically deploy to Switch? I heard some engines can compile down to basic languages and it might be possible that way. Sorry if none of that made any sense, my background is 3D art and I'm still wrapping my head around engines ;) Would 2D engines like Phaser or RenPy be able to deploy straight to Switch?

    submitted by /u/MittenofSeasons
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    Introduction from a Newcomer

    Posted: 06 Apr 2019 10:07 AM PDT

    Hey everyone,

    Short time lurker, finally mustered up the courage to get a reddit account and put myself out there. I live in an attic at the moment and I like messing around in Unity and GameMaker. Right now, I'm just honing my skills, which aren't top notch yet. My real passion is writing. So if anyone out there is looking for a writerly-sort to collaborate with, I'm your guy. Cheers!

    (I already know this post is gonna get torn apart lol. Happy to be here tho!)

    submitted by /u/TheUn_namable
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