Chinese logo adaptions - Comparison |
- Chinese logo adaptions - Comparison
- RockStar Games Begins Imprisoning Programmers For ‘Red Dead Redemption 3’
- I have finished my Turn-Based RPG Template for Unreal Engine
- working on a realistic coastline: visual debug view [solo dev C++ graphics engine]
- Materia - An Open Source Alternative to Substance Designer
- Fooling around with patrolling soldiers
- Subnautica Postmortem - Open Development instead of Marketing?
- For those that liked the Falconeer's big drop, here's some air combat.
- Diabetes Community Growing Stronger Because of a Mobile Game
- I made "Sprich", an easy syntax for NPC dialogs.
- How should I pursue a career as a Technical Artist?
- What makes an enemy fun / satisfying to kill?
- Scale problem
- Working on more VFX for our exploration game COSMOSA.
- What Tools do Best Fiends (and Similar Mobile Games) Use to Create Art and Animations?
- Made a couple of hours ago. Currently in the process of establishing a studio, is this a good description or could it use more work?
- Credit Card Chargebacks - CONTEXT?
- Screenshot Saturday #432 - Explosive Colors
- Should I hire someone to make a trailer for a visual novel?
- Finished a Project despite all odds!
- Wix or SquareSpace for games
Chinese logo adaptions - Comparison Posted: 11 May 2019 05:09 AM PDT |
RockStar Games Begins Imprisoning Programmers For ‘Red Dead Redemption 3’ Posted: 11 May 2019 07:57 AM PDT |
I have finished my Turn-Based RPG Template for Unreal Engine Posted: 11 May 2019 12:32 AM PDT |
working on a realistic coastline: visual debug view [solo dev C++ graphics engine] Posted: 11 May 2019 07:02 AM PDT |
Materia - An Open Source Alternative to Substance Designer Posted: 10 May 2019 03:11 PM PDT Hey everyone, I just wanted to introduce this to other devs. I had been working on this for a few weeks, in February previously, but had to put it on backburner; due to crunch at real job. It works and can export textures in separate files, compacted for UE4 or compacted for Unity 5+. *Disclaimer it will only export if you setup the corresponding output nodes! Otherwise, right click to individually export as well. Right now I do not have any pre-built binaries for distribution, but I can if needed. If you look at the TODO on github, there is quite a bit still to get done on both UI and several missing features. After the crunch I do plan to start implementing the missing features and etc. However, if you want to fork it and help implement, then that is great. Just send a pull request and I will merge it in after review and testing. And the github link: https://github.com/Metric/Materia If you wish to change the irradiance and specular lighting files. Then you will need to create it using https://github.com/dariomanesku/cmftStudio with two separate files prefiltered.dds and irradiance.dds. Save as BGR 8 equirectangular dds files. Currently I have not implemented support for the more common combined formats. Prefiltered should be a max of 5 mip levels. I believe in the code currently, the Circus folder is the one being used, until I can make a UI for changing it to another folder. Known Issues
Edit 9:29 CDT 5/10/2019: Fixed blend node issues in latest git push tonight. As well as some other issues. I still think the linearlight blend mode is not functioning as expected. It doesn't seem dark enough in some areas. And while testing this, I realized there is no gamma correction node, yet! Extra info: Implements mikktspace for tangents. Implements a version of Mikkelsen's World Space POM in the PBR shader. Reference: http://mmikkelsen3d.blogspot.com/2012/02/parallaxpoc-mapping-and-no-tangent.html So, if a height map doesn't look as good in the engine of your choice. That is probably why. The pixel processor function graph is converted in real time to a fragment shader. Pixel processor output node should be a Float4. Default variables available via Get Float2: pos (current uv coords) Includes some extra base atomic nodes: Mesh - renders a loaded mesh (very primitive as it selects only the first mesh in the fbx or obj file). Can apply textures etc. Mesh Depth - renders the depth buffer of a loaded mesh (same as above for now on loading the mesh). Definitely can be further improved than what it is currently. And here are some screenshots of it in action: [link] [comments] |
Fooling around with patrolling soldiers Posted: 11 May 2019 11:13 AM PDT |
Subnautica Postmortem - Open Development instead of Marketing? Posted: 11 May 2019 09:26 AM PDT |
For those that liked the Falconeer's big drop, here's some air combat. Posted: 11 May 2019 10:46 AM PDT |
Diabetes Community Growing Stronger Because of a Mobile Game Posted: 11 May 2019 11:54 AM PDT |
I made "Sprich", an easy syntax for NPC dialogs. Posted: 11 May 2019 05:52 AM PDT I'm currently creating a game that has a lot of NPCs in it that you can talk with. Managing the dialogs was tedious so I created this tool to lift some of the work. If think the format is pretty readable and compiles to a very useful JSON file. I hope you like it and would appreciate any feedback! Sprich on GitHub. Make sure to check out the examples to see it in action! [link] [comments] |
How should I pursue a career as a Technical Artist? Posted: 11 May 2019 09:16 AM PDT Hiya! I graduated from college around a year ago with a BFA in Game Design. The program I was in focused on giving us all a general set of skills, so I'm a jack-of-all-trades. A year out of school, I haven't been able to find much work, partly because a general set of skills means I'm not the best at any one thing, partly because my city doesn't have much of a job market for game dev. I've recently started to really try and knuckle down on building my career, and technical art is something that's really caught my eye. All that out of the way, what are some resources people recommend for learning how to be a Technical Artist? I know as a general rule, tech artists wear a lot of hats, act as bridges between artists and programmers, and that these positions can vary widely in responsibilities. So my question is, which skills should I build up first? Are there any programming languages I should familiarize myself with? What do I absolutely need to get an entry level job? Thanks for any help! Let me know what I need to elaborate on! [link] [comments] |
What makes an enemy fun / satisfying to kill? Posted: 11 May 2019 05:58 AM PDT Ever had that experience where you're playing a game and specific enemies seem to be really enjoyable / satisfying to kill than others? Is it because of the way they look, perhaps the sounds it make, etc. what's your opinion? I'd love to hear. I feel this is a good topic to discuss as Games ultimately come down to "fun" at the end of the day. [link] [comments] |
Posted: 11 May 2019 09:13 AM PDT I made an item who when the player go in his collision it plays an animation and after that a character spawns, so I use "spawn actor from class", it work perfectly but the character has not the good scale, he looks more little than the original. Icould change the scale of the original character to make him fit correctly but I want to know if there's a way to not do that? (it's on a 2d game on Unreal Engine 4) [link] [comments] |
Working on more VFX for our exploration game COSMOSA. Posted: 11 May 2019 12:28 PM PDT |
What Tools do Best Fiends (and Similar Mobile Games) Use to Create Art and Animations? Posted: 11 May 2019 12:19 PM PDT I like the clean vector-y art style of the Best Fiends monsters (generally, mobile games such as this). Does anyone know what programs and methods can replicate this style? Are there any youtube videos? Also the animation style is very smooth. Does Unity or Game Maker have this capability? Is there an external program you can use to do this? I would prefer to use an external program, especially a free one if there is one, because I just want to test out creating this style. [link] [comments] |
Posted: 11 May 2019 12:08 PM PDT |
Credit Card Chargebacks - CONTEXT? Posted: 11 May 2019 02:23 AM PDT Obviously not many people can answer this question with direct knowledge because you need both experience releasing games and selling them on your own website. However we can discuss theory and try to poke holes in each others' arguments. Also maybe someone with the experience can help answer with some hard numbers we could all benefit from. I have heard people talk about one of the greatest benefits to storefronts like Humble, Itch, GoG, Steam, and Epic is that they eat chargebacks for you. I have seen some numbers and some developers have had some nasty number of chargebacks enough to eat a few percent of their revenue (never worse than losing 30% to Steam/GoG, but definitely worse than the extra 2% Humble charges or the extra 0% of Itch.) My question though isnt about setting up your own website to sell your game. We already know developers who do this with success and very much enjoy making more money from each sale than with Steam. Especially developers with an established userbase of high conversion rates. My question deals more with the context of chargebacks. Specifically, the correlation of different factors and the prevalence of chargebacks. It is extremely safe to make the assumption that if a game is sold on your own website and comes with a Steam key, the number of chargebacks will rise. How much though? I speculate it is actually going to be significantly higher. Why? Because of Steam. I will explain. There has to be a reason for people to commit fraud and do chargebacks. There are two primary reasons.
Immediately, we instantly know someone would have to be one of the biggest idiots in the world to commit credit card fraud in order to freely download a game they could just easily torrent for free. DRM does nothing, your game is already torrented ASAP, and the risk and punishment of being caught for cc fraud (misdemeanor or even felony) is much higher than torrenting (which isnt really a criminal punishment; it is almost always just a DMCA notice and at worst a civil lawsuit). If you arent braindead about piracy, you also know the actual crackers of DRM & uploaders of torrents legally purchase their games without issue. Well there goes Access. So we are left with Profit. Obviously there is money to be made stealing keys or buying Steam keys fraudulently and reselling them on sites like G2A. But what if there are no Steam keys? Thus my question. How do people profit from fraudulently buying your game if there are no Steam keys or Multiplayer Keys? And if they dont profit? Clearly the number of chargebacks for a Steam Key game and one without Steam Keys is going to be very, very different. So much so that you'd only lose tons of money on chargebacks for selling Steam Keys (something Valve is probably well aware of when deciding to allow this to profit themselves so greatly). This makes selling Steam keys a riskier move, and one you may want to rethink if chargebacks are hurting you. If any developer has had massive chargebacks without selling keys or IAP, please explain why people are doing this. [link] [comments] |
Screenshot Saturday #432 - Explosive Colors Posted: 10 May 2019 08:19 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: Do you usually have something in the background playing (music, Netflix, etc...) while you are gaming? [link] [comments] |
Should I hire someone to make a trailer for a visual novel? Posted: 11 May 2019 11:44 AM PDT I'm planning to release a visual novel later this year on Steam once it is complete. I am wondering if anyone has any experience or knowledge in the area of trailers, and if it would be worth-while to hire someone to make one for the game considering its style of gameplay. I'm not sure where to look to see how beneficial having a trailer is for different types of games. For context, it's a small visual novel (50k) words, but I also have the budget to have one created. [link] [comments] |
Finished a Project despite all odds! Posted: 11 May 2019 11:26 AM PDT After 4 weeks of hard work, my newest game "Seize the Flag" has been completed. I got the idea for the game and was inspired to make it and have been working hard on it, and today I can announce that it is officially done. It would mean the world to me if you guys could check it out and give me your thoughts as I am constantly trying to improve! My Game [link] [comments] |
Posted: 11 May 2019 10:30 AM PDT I wanted to share what is currently best described as a "Wix for games". I'm a huge fan of Unity but I've been making games for well over a decade and used Unity professionally at Zynga. I taught a Gamedev Bootcamp for the Denver Public Library last year and we used Unity. Everyone really enjoyed making the game and personalizing it once they got over installing Unity and figuring out how to open a working version of VS (which always had an expired trial) or finally figuring out how to launch MonoDevelop. I use a Mac and VS Code. But even I hate setting up environments and never look forward to seeing what breaks when I upgrade Unity. Probably the worst part of the bootcamp was when it came time to export the game they built. For whatever reason everyone had a different problem. Those of us who have shipped games have likely run into export problems of some sort. The XCode project never builds the first time or if it does then it fails the next time. Usually you just need a proper link.xml or you have a trampoline problem. I use an iPhone so I really hate dex errors on Android. As a professional you figure it out. That's just how it goes. I think it has never been easier to make games. I remember rolling our own cross-platform game engine in C++ at an indie studio. You just wouldn't do that today unless it was for academic reasons. Although we probably shouldn't have then either but there were much fewer options that were well documented and affordable. So why not eliminate the setup and export problems while also removing the middlemen gatekeepers? Should you really only be able to share your game if you pay Apple $100 a year or Google $25 a year? Especially if you just want to make something cool to share with your friends? You can always export for desktop but the youngest among us use mobile devices almost exclusively. Honestly, I don't like to install apps that I may or may not use on my computer. I don't even like to install apps on my phone anymore! That's where this "Wix for games" comes in: http://ourcade.co Or check out this Medium article as a really quick start: https://link.medium.com/3KgHixHrAW We can write down our ideas or tell a story on Medium and then just press publish and share a link that works on your phone, tablet, or computer. So why not games? Similar things like Repl.it are great but writing a game entirely in code is going to take a lot longer than having an editor. Unity democratized game development with a free and powerful game editor. It made creating games accessible to so many more people and we got so many more great games because of it. Many more people were able to learn programming because Unity allowed them to create quickly and then add incrementally without writing any code. Once you get far enough to be invested you'll find the resources you need to learn about programming. I'd love to know what you guys think! I'd also be happy to share how Ourcade was built if anyone is interested from a technical perspective. There were definitely interesting problems to solve. [link] [comments] |
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