Free Game Assets (link in the comments) |
- Free Game Assets (link in the comments)
- What steam tags can do to your game
- Game studios would be banned from selling loot boxes to minors under new bill: ‘There is no excuse for exploiting children through such practices’
- The Challenge of Cameras | Game Maker's Toolkit
- I'm an Attorney who provides legal services to Video Game Developers and Publishers, Ask Me Anything
- Free LowPoly Trains and tracks!
- Subnautica Postmortem
- The pressure to constantly update games is pushing the industry to a breaking point
- How to zoom smoothly in Unity (GIF)
- Game loop for multiplayer?
- Gamasutra: Designing Sounds for a Game
- U.S. Senator Introduces Bill To Ban Loot Boxes And Pay-To-Win Microtransactions
- What type of pixel art style of creating the character called?
- We demoed Knuckles publicly. Here's the data we gathered.
- Which compiler are best for cross-platform C++ game development?
- Why is JavaScript's foreach so slow?
- Are games on apple mac store selling?
- Doing something scary and need some advice
- How to collaborate with strangers?
- Overview of a 3D game object creation process
- Parse .tmx file by using Tinyxml2
- Does anybody know a good example of a drag and drop interface for a mobile game?
- Collision system
- Looking for a fellow dev to practice old Ludum Dare challenges (Unity)
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 |
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! 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) [link] [comments] |
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 Includes: *15 Models (FBX, OBJ and Blend formats) Past Weeks: 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. [link] [comments] |
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 |
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 :
Thanks in advance for answering my questions! [link] [comments] |
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. 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 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. 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. 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: [link] [comments] |
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? [link] [comments] |
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. [link] [comments] |
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. [link] [comments] |
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? [link] [comments] |
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 ! [link] [comments] |
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 [link] [comments] |
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? [link] [comments] |
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 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 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? 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. [link] [comments] |
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. 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. [link] [comments] |
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