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    Wednesday, May 8, 2019

    Free Game Assets (link in the comments)

    Free Game Assets (link in the comments)


    Free Game Assets (link in the comments)

    Posted: 08 May 2019 06:41 AM PDT

    What steam tags can do to your game

    Posted: 08 May 2019 06:56 AM PDT

    Game studios would be banned from selling loot boxes to minors under new bill: ‘There is no excuse for exploiting children through such practices’

    Posted: 08 May 2019 10:38 AM PDT

    The Challenge of Cameras | Game Maker's Toolkit

    Posted: 08 May 2019 09:04 AM PDT

    I'm an Attorney who provides legal services to Video Game Developers and Publishers, Ask Me Anything

    Posted: 08 May 2019 06:32 AM PDT

    Hello r/gamedev this month we a doing a doing only one AMA, as we are traveling to Boston for INTA 2019 in week, and will be in Italy the week after. That said, its time for a special edition of Press Start Legal's AMA! For all you first timers, my name is Zac Rich I am the founding partner of Press Start Legal, a law firm that provides legal services for the Interactive Entertainment Industry. We represent Game Devs, publishers, e-sports players and teams, content creators and social media influencers, tech startups, online and e-commerce businesses. My practice areas include marketing and advertising law, privacy law, intellectual property (trademarks and copyrights) and business law.

    If you have a question that may require you to share some confidential information regarding you or your company this is not the place to ask it. I strong encourage you send me an e-mail to [Zac@PressStartLegal.com](mailto:Zac@PressStartLegal.com). If you're not sure, better to send the e-mail than to ask it in a public place like this AMA.

    To learn more about my firm please visit our website. Want to connect with us? Follow us on Social Media!

    Twitter Instagram

    In June PSL is returning to the fantastic game dev podcast, Game Dev Unchained to discuss a very hot topic in the industry; are loot boxes gambling?

    The Office is Open So Ask me Anything! Please share this post with your friends, and colleagues in the industry!

    Disclaimer: Nothing in this post should be considered legal advice, everything posted here is my general opinion based on current laws in the United States as facts of your case may vary and effect the outcome greatly. This post does not create an Attorney-Client relationship, and as such, I strongly advise you do not post anything confidential. If you have a question you don't feel comfortable asking here, please direct message me or we can set up a free consultation, just send me an E-mail to [Zac@PressStartLegal.com](mailto:Zac@PressStartLegal.com)

    submitted by /u/PressStartLegal
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    Free LowPoly Trains and tracks!

    Posted: 07 May 2019 08:13 PM PDT

    Hey! As always, the packs are posted first on my twitter.

    Hope you like them and use them in any project! (If you use them send me screenshots! i'd love to see that)


    If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot!

    Here's my website if you want to check it out, the packs are there too


    Preview


    Includes:

    *15 Models (FBX, OBJ and Blend formats)

    Download


    Past Weeks:


    Animated Alien

    Furniture

    Animated Women

    Animated Men

    Easy Enemies

    Buildings

    Animated Dinosaurs

    Car Pack

    Platformer Pack

    Animated Robot

    Farm Buildings

    Medieval Weapons

    Animated Monsters

    Posed Humans

    Animated Knight

    Farm Animals

    Sci fi guns

    Civilization Buildings

    Animated Fish

    Modular Street

    Ships

    Modular Dungeon

    Spaceships

    Animated Zombie

    Animated Woman

    Animated Man

    Furniture vol.2

    Buildings

    Animated Animals

    Medieval Assets

    Animated Guns

    RPG Assets

    Junk Food

    Nature textured vol.3

    Public Transport

    Airplanes

    Cars

    Nature

    Holiday pack

    Pirate pack

    Animated animals

    Furniture vol.2

    Snow Nature

    Bushes

    Clouds

    Spaceships

    Suburban Pack vol 2

    PowerUps

    Food

    Potions

    Desert

    Medieval Weapons

    Guns

    Space

    Furniture

    Cars

    Nature Vol.2

    Nature Vol.1

    Houses

    Trees


    License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated).


    If you have any questions or problems tell me, i also have my Twitter DMs open! I'll gladly help as soon as i can. If you want you can follow me on Twitter.

    submitted by /u/QuaterniusDev
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    Subnautica Postmortem

    Posted: 08 May 2019 08:59 AM PDT

    The pressure to constantly update games is pushing the industry to a breaking point

    Posted: 08 May 2019 10:08 AM PDT

    How to zoom smoothly in Unity (GIF)

    Posted: 07 May 2019 04:51 PM PDT

    Game loop for multiplayer?

    Posted: 08 May 2019 11:33 AM PDT

    Hello, I'm planning to do another pet project before looking for an internship next year and I decided to create a simple 2D side scrolling 4 player multiplayer game that does not involve any competitive combat, the player simply carries an item from one place to another. I had some previous experience in using Java to make a 2D game from scratch but they are all single player on the local machine.

    I'm using Java, the main game information and updates will be done by using UDP datagram sockets while features like chat and joining game will be achieve by using TCP sockets. I just have some question on whether I'm doing the game loop part right :

    1. Should I limit the tick rate of my server? I limited my Client's tick(update) rate into 60 per ticks per second but I did not put limitation on the server's tick rate.
    2. My current game loop models goes as this way, one of the Client gets user input (keys and mouse click) > Client sends user input to server > server process and update the game world > server sends the updated information back to all of the player's Client > repeat, there is no local simulation going on except for animations, is this game loop enough when nothing like bullet trajectory or very accurate hit-boxes are involved?
    3. Should I use multi-threading for my Client and Server, to receive and deliver information on separated threads?

    Thanks in advance for answering my questions!

    submitted by /u/Nakatsukasa
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    Gamasutra: Designing Sounds for a Game

    Posted: 08 May 2019 03:22 AM PDT

    U.S. Senator Introduces Bill To Ban Loot Boxes And Pay-To-Win Microtransactions

    Posted: 08 May 2019 10:31 AM PDT

    What type of pixel art style of creating the character called?

    Posted: 08 May 2019 11:54 AM PDT

    We demoed Knuckles publicly. Here's the data we gathered.

    Posted: 07 May 2019 03:40 PM PDT

    Hey all! This is a long post, and I do apologize for that... But I hope there's something of value here for any developers looking to use Knuckles in the future.

    The three experiments.

    Small introduction before I jump into the thick of it. My name is Mike Daoust, and I work for a Health and Safety company called NORCAT. Among other things, we provide training tools to the mining industry and, increasingly, part of that is VR content.

    I know, I know. It's not exactly gaming. But stick with me here.

    We got our hands on a few pairs of Knuckles controllers. For those of you unfamiliar with the VR world, Knuckles are a new type of motion controller not yet on the market, they have some of the best skeletal hand tracking currently available. Now, before we jumped directly into making tools with these controllers I thought it would be a good idea to go out into the wild and see how the general public picks them up. Especially of interest to me is how those with little to no experience in VR are able to use them when given no instructions whatsoever. To that end, we created a small demo that uses Knuckles and delivered it to a public Science Center during one of their 19+ events at night. The hope was to attract a large crowd of people roughly aged 19-50 (our target demographic).

    The \"demo room\" we had access to. Genuinely neat environment for VR!

    If nothing else, I hope the data I share below emphasizes one thing: We as gamers and developers take for granted our familiarity with existing controls. Every new form of input requires the development of mental models... And sometimes that can take time. Especially when those mental models need to replace existing ones.

    Right, so before I get to the infographic with the data we recorded (Feel free to just skip to that for the TLDR version), a small explanation first. We created 3 small games in Unity for this experiment. Each one is targeted at a different hypothesis of mine. In total, I made these over around 7 work days... So the quality leaves something to be desired and it's mostly asset-store resources. The theme of the event we were demoing at was "birds bees and brews" and so I made a decidedly half-hearted attempt to theme the demos to these names. Finally, the demos were intentionally delivered with No explanation or help at all in terms of explaining controls to players.

    The BIRDS Activity

    The first game is the Birds Activity. This game utilized the rather novel grip sensor of the Knuckles, which is capable of sensing not only how many fingers are gripping the controller, but also how hard they grip. My hypothesis was that The analog grip sensor would become frustrating to new users if it was critical to game play. To test this, I made a simple demo where glass birds fell from the sky and must be sorted into bins. However gripping the birds too tightly can cause them to shatter. I added a small "tutorial" before this process began where a player must throw a ball at a target to begin. This gives the player the chance to learn how to pick things up and throw them before it becomes critical and time-dependent to do so.

    The BREWS Activity

    I'll admit, I got a bit carried away with the second experiment. The Brews Activity is a simple shooting range designed to test out the following hypothesis: New users to Knuckles will accidentally pull the trigger on objects as they attempt to pick them up. To test this, I built a shooting range. You grip an object to pick it up, and you pull the trigger to fire. I wanted to see how people's existing mental model of "Button to pickup" coexisted with the new model of "Grab to pick up". There are three gun types: pistols, smgs and sniper rifles. But... Really, that's just because I was having fun making this one.

    The BEES Activity

    Finally, there's the Bees activity. This one has a more positive hypothesis: Throwing objects in VR with Knuckles will be intuitive for a majority of users. Any of you who's played Sairento or tried to huck your sword in Gorn will know what a pain throwing can be. Without weight, and with binary held/not held conditions, throwing in VR is very problematic. Between the variable/multi-finger grip approach of the Knuckles, and the improvements to SteamVR's interactions system, I surmised this would no longer be the case. Both throwing Axes and Shurikens are present in order to demonstrate a variety of different types of throwing mechanics.

    I could go on a LONG time about the conclusions to my hypothesis, and the lessons learned along the way, but this post is dragging on as is. And besides! I'd much rather see what you all can pull from it. So without further ado, here's our data in nice infographic form:

    https://i.redd.it/70w9jzb19vw21.png

    submitted by /u/TheMikeDaoust
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    Which compiler are best for cross-platform C++ game development?

    Posted: 08 May 2019 10:38 AM PDT

    I want to make a cross-platform small 2d game. I will develop the game in Linux system and end of the development I want to compile the project in Windows for Windows. GCC is very best compiler so what about MinGW ? Can I use MinGW for game development?

    submitted by /u/lambdacoresw
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    Why is JavaScript's foreach so slow?

    Posted: 08 May 2019 06:13 AM PDT

    Are games on apple mac store selling?

    Posted: 08 May 2019 12:06 AM PDT

    We can make mac version of our game. It will take some time and effort, so we can as well polish other projects. But there is no data to make good decision.

    I can't find any data about mac sales from 2018. It puzzles me on one hand but makes me curious on other. Really nothing?

    Anybody can help?

    We need to decide. Any ideas? Tips? Postmortem or selling data?

    We are talking about week or more of team work, so it does matter.

    submitted by /u/tarok26
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    Doing something scary and need some advice

    Posted: 08 May 2019 12:21 PM PDT

    Hi, I've been a developer doing contract work and game jams and contract dev at my day job for years now. This year, however, I decided I wanted to make something substantive of my own based on a jam title I built that had good feedback. I want to have a serious "go" at it.

    I've gone through a few prototypes and I've settled on one and I'm wrapping up design and preproduction now but I'm sort of scared by it. Not from the failure perspective, I need to do this even if no-one buys it. I'm more worried about the legal aspect. I've seen a lot of GDC talks and discussions here talk about all the legal things you need to do (start a company etc) in order to release a game. All that crap costs a lot of money and I probably wouldn't have it until later.

    I also know it's important to start marketing and community building as soon as possible so my main question is. Should I start the community building/marketing now, even though I don't have a company to put it around? Or should I wait until I know I can secure the funding (maybe look for a publisher or something)? If I go it alone, which is what I want to do, I'd like to start a kickstarter, so I'd like to know how that plays into it too.

    submitted by /u/DakuShinobi
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    How to collaborate with strangers?

    Posted: 08 May 2019 06:16 AM PDT

    Hello, About half a year ago I've started a project that I knew would be difficult to make for one dev, for purpose of learning and meeting people with same interests..

    The project, despise daily work, is still in prototype phase. The gameplay is unfinished, the graphics are... a little done and sound is nonexistent... But I blame for that the fact, that I've worked alone, in my free time.

    So...

    How can I look for a team now? Should I even look for a team?

    I don't want to look like I have no skills whatsoever (I'm employed software engineer for 2 years), but I had no chance to prove them in game dev.

    And I don't simply want to others to finish my stuff..., I just want to have fun doing a project with people. But again, I can't prove that...

    And how did you guys started teams?

    submitted by /u/pkmkdz
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    Overview of a 3D game object creation process

    Posted: 08 May 2019 12:13 PM PDT

    Hi guys! I wrote a short article on the creation process of a simple 3D game object. I would be really happy to have your opinion on it. =)

    https://gamedevplace.com/article/overview-of-a-3d-game-object-creation-process-2

    Also if you are interested in writing an article, please do !

    submitted by /u/Gamedevplace
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    Parse .tmx file by using Tinyxml2

    Posted: 08 May 2019 08:09 AM PDT

    Hi! I'm new here.

    I currently making game in SDL2 but I'm stuck at parsing .tmx file in my code.

    I searched for a while and found Tinyxml2. Unfortunately I don't know how to use it.

    Do anyone in here use it too?

    It would be appreciate if someone can explain it to me m(。´・_・`。)m

    submitted by /u/Machkel
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    Does anybody know a good example of a drag and drop interface for a mobile game?

    Posted: 08 May 2019 08:03 AM PDT

    I'm working on a mobile game that primarly uses drag and drop interface to play the game, but I hate every mockup I make. It just doesn't feel right because your finger gets in the way of seeing what is happening on the screen. Does anybody know a good game that has pulled this off?

    submitted by /u/coolantsv
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    Collision system

    Posted: 08 May 2019 05:35 AM PDT

    Hey guys, I'm currently building a game in C++ using SDL2 and I'm now trying to build a collision detection. I have an ECS working and my plan is to add a CollisionComponent so my Entities can collide together (yay!).

    I want the CollisionComponent to either have a BoxCollider or a CircleCollider. I've done it like this

    class Collider { }; class BoxCollider : public Collider { SDL_Rect collider; }; class CircleCollider : public Collider { Circle collider; }; 

    Those are empty for now but I'll get to it later. Now in my ColliderComponent I can have access to the Collider like this

    class ColliderComponent : public Component { private: Collider mCollider; public: Collider getCollider() {return mCollider;} }; 

    My problem comes when I try to calculate if there is a collision. The math is different for Box-Box, Box-Circle or Circle-Circle collision. Would a cast from a Collider* to either BoxCollider* or CircleCollider* work in a method like this?

    Collision::CollisionDetection(Collider* col1, Collider* col2) { //Detect if col1 and 2 are box by casting them to BoxCollider* //Do the math accordingly. } 

    Or should I have a bool (or make a struct) in my collider isBoxCollider to know the type right away?

    Third option would be to implement a CollisionDetection method in the Collider classes so in the collision detection loop I could loop through all the ColliderComponent holder and call mCollider.CollisionDetection(Collider col) which would still have to check if the col is a box or a circle but it already knows what type it is.

    submitted by /u/WartedKiller
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    Looking for a fellow dev to practice old Ludum Dare challenges (Unity)

    Posted: 08 May 2019 07:36 AM PDT

    Title pretty much says it all. I'm a Unity3d dev who is looking for one or two people to befriend. I'd like to work on some old Ludum Dare game jams with a small group in order to practice. I've been part of some groups before, which sadly usually ends up breaking apart. This is why I'd like to turn to a challenge with a limited timeframe and see if I can get some simple games made, or even just prototypes.

    I'd love to see some stuff you have made, reply or PM me :D

    Edit: I should probably show off what I can do/make.

    https://imgur.com/a/CfoECmE

    I don't have many examples showing my skill as a programmer, but I've tackled many programming issues and can probably write clean code for anything we'd need for a simple Ludum Dare project.

    submitted by /u/Drahcyr
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