- 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 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.
- I've updated the GDC Vault Explorer with content from 2019 to 2009
- The tech behind Noita's Falling Sand Simulation
- Godot 3.2 will get pseudo 3D support in 2D engine
- There are so many simple hyper casual games on the mobile stores that I'm afraid of my game already existing
- Developing in 3D is so different compared to 2D
- GCD 2019 talks are now live!
- Is there any guides that go through the process of integrating RenderDoc's API into your projects?
- 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?
- Screenshot Saturday #427 - New Look
- 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.
- Looking for a specific article about making a build server on a budget
- 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)
- Prodeus - Visual Feedback Update
- Glass Smasher - Revaluation !!!
- I'm planning on turning r/wbgame into a video game. Any gameplay feature suggestions?
- Should I use an engine for my game?
- The Randomized Buckets of Threes! | Farlands In Focus
- Advice for my first game?
- How does anyone program original ideas ?
- Changing programming disciplines
- Are there any performance reasons to skip Unity in 2019?
- Introduction from a Newcomer
Posted: 05 Apr 2019 05:42 PM PDT |
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 |
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. [link] [comments] |
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? [link] [comments] |
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 [link] [comments] |
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? [link] [comments] |
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. Bonus question: Does the studio/team/person that made your favorite game still make great games? [link] [comments] |
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:
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.) [link] [comments] |
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? [link] [comments] |
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! [link] [comments] |
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? [link] [comments] |
The Randomized Buckets of Threes! | Farlands In Focus Posted: 06 Apr 2019 11:17 AM PDT |
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: 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? [link] [comments] |
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 ??? [link] [comments] |
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! [link] [comments] |
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? [link] [comments] |
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!) [link] [comments] |
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