- Hi GameDev. I recorded the sounds of a large crowd watching a football match. I captured fans chanting, shouting angrily, booing, celebrating and more. All sounds are free to download and free to use in your projects royalty free. Hope you guys find them useful. :)
- Making a Fantasy Map with GIMP
- 3D Game Shaders For Beginners
- Game dev Classroom - The Complete Guide to Unity Prefabs
- Making a Video Game in a Browser's Tab Icon!
- Valve has introduced a brand-new Steamworks homepage (Steam developer portal)
- Graphics Programming weekly - Issue 84 — May 12, 2019
- My university gave me funding, office space, and mentorship to work full-time on my own company for six months. I wrote about my experiences so others can learn from it too!
- Batching SkinnedMeshRenderer - 1000 Zombies over 60 FPS
- how long have you been working on your game?
- Is it safe to keep building on Android and assume that my iOS build will come out the same way?
- What format is the "story" of a AAA game written in?
- Level Design Portfolio Ask
- Genre matching my skillset
- Marketing Monday - Best Place To Post?
- How To Create A Dynamic Tooltip UI - Unity Tutorial
- How do I make a font for my video game in UE4?
- What software/languages are the best for a generalist game dev/designer to learn?
- Unity C# Tutorial : Button Click Listener
- Are there game maps developed like the real earth, without borders?
- Collision/obstructed movement in top down 2D games?
- Hoping to do something new
- Cry Engine- Experience?
- Tiled Map Editor: What happens to the tile locations in the "data" array when map is exported to a .json file?
Posted: 13 May 2019 08:02 AM PDT View previews and licence info here. All sound come with a CC By 2.0 UK creative commons licence attached. This means I cannot revoke these rights whatsoever so you will always feel safe when using the sounds in your projects. [link] [comments] |
Making a Fantasy Map with GIMP Posted: 13 May 2019 07:41 AM PDT |
Posted: 13 May 2019 03:50 AM PDT |
Game dev Classroom - The Complete Guide to Unity Prefabs Posted: 12 May 2019 10:03 PM PDT |
Making a Video Game in a Browser's Tab Icon! Posted: 13 May 2019 07:33 AM PDT |
Valve has introduced a brand-new Steamworks homepage (Steam developer portal) Posted: 13 May 2019 11:56 AM PDT |
Graphics Programming weekly - Issue 84 — May 12, 2019 Posted: 13 May 2019 07:34 AM PDT |
Posted: 13 May 2019 09:36 AM PDT |
Batching SkinnedMeshRenderer - 1000 Zombies over 60 FPS Posted: 12 May 2019 11:17 PM PDT |
how long have you been working on your game? Posted: 13 May 2019 01:44 AM PDT ive been working on my game VERY casually for a few months now and the more i accomplish, the more things i realize i have to do. does there come a point where you feel like youre making progress on accomplishing the list of things to do, or will there always be that one extra detail you need to add? [link] [comments] |
Is it safe to keep building on Android and assume that my iOS build will come out the same way? Posted: 13 May 2019 07:15 AM PDT So we're using Unity and we've been only building and testing on Android. The game is going to be released on both Android and iOS. Should we be testing on both or is it ok to assume that whatever we get on Android we'll get on iOS? [link] [comments] |
What format is the "story" of a AAA game written in? Posted: 13 May 2019 08:40 AM PDT Say a studio is in the planning stages of an Action RPG. I know something as broad as "the story" is a collaborative effort involving many moving pieces, but to simplify it, how would this be presented in the project? Is there a novel-esque manuscript? A large story board? I haven't seen any original documents out there like you do with some old design docs. [link] [comments] |
Posted: 13 May 2019 08:28 AM PDT Hello, I'm working on my portfolio for a professional job with a game studio in my home state. I have already finished my grey-box level, however I do not have all of the models I would need to fully populate the level. The models I would need are destroyed building of varying sizes which I'd need to model and texture, which would take time away from me designing cool levels for a good portfolio (also that isn't the job I'm applying for so it kinda is a waste of time). So my main question is should I just leave the grey-boxes grey and populate the level with everything else that I do have? Or should I at the very least place crummy textures on the grey-boxes to demonstrate what it will look like as a final result? Or should I just go all in and model the buildings? Thanks to all who help out with advice in advance! [link] [comments] |
Posted: 13 May 2019 10:27 AM PDT Hi, [link] [comments] |
Marketing Monday - Best Place To Post? Posted: 13 May 2019 06:00 AM PDT We just released our Alpha and are currently looking for testers, any recommendations on where to post or how to get the word out instead of just flooding social media? Thanks [link] [comments] |
How To Create A Dynamic Tooltip UI - Unity Tutorial Posted: 13 May 2019 01:13 PM PDT |
How do I make a font for my video game in UE4? Posted: 13 May 2019 12:59 PM PDT Pretty explanatory. I am trying to hand draw my font, however, is there a specific format for the image I am supposed to use? Example 1, a-h go on the first line. Example 2, line one must be exactly 20 pixels in height. Example 3, each character must be exactly 20 pixels in width. [link] [comments] |
What software/languages are the best for a generalist game dev/designer to learn? Posted: 13 May 2019 11:43 AM PDT I'm thinking about taking classes in order to make my own small-scale video game without needing too much help from other dev's/artists. Question: What software/languages would be the most valuable to learn, these days? My goal is to expand my knowledge of game dev, as a whole, through game development, to boost my effectiveness as a game dev recruiter. From my perspective as a headhunter, it seems like there's dozens of software/scripting languages you could potentially learn, and it's not immediately clear to me which are the most useful to game developers and why. For instance, people often seem to recommend Unity for 2D games and Unreal for 3D games. I often see C++ is preferred for one job and C# for another. I'm worried that I'll pick the wrong skillset to learn, since I don't know the in's and out's of what's really needed on the market these days! Any similar threads I missed? [link] [comments] |
Unity C# Tutorial : Button Click Listener Posted: 13 May 2019 11:43 AM PDT |
Are there game maps developed like the real earth, without borders? Posted: 13 May 2019 11:36 AM PDT Most maps in video games are flat, but what would a (theoretically) round map look like, where instead of hitting a border you end up on the other side, and you're theoretically in the center all the time? How would it be rendered/programmed? The "flat earth" maps are intuitive to imagine as it's just a matrix of xyz coordinates, but what about the "round earth" one? I'm guessing one cheap way to do it would be to just make a flat earth one and make the player teleport at the other side once they reach an end, and maybe display a fancier kind of in-game map where you're always in the center to create the illusion you are even though behind the curtains the map was programmed with borders. Anyone knows if these kinds of video games exist and if so how did they develop the world behind the scenes? [link] [comments] |
Collision/obstructed movement in top down 2D games? Posted: 13 May 2019 03:25 AM PDT I'm still extremely new to gamedev and I'm currently experimenting a bit with an ECS based game engine. I reached a point where I want to start handling collision detection between entities and prevent my player character from walking/passing through certain areas and obstacles on the map... be it a wall, tree, chest or whatnot. To be perfectly honest.... I have no idea where to begin. I'm probably over thinking this and I could apply some axis based checks before applying my characters movement but that feels a bit complicated in the long run. We're talking indie here at MOST but I enjoy coming up with and implement solutions that can last and are easily maintainable. How should I handle the scenarios I mentioned? Walls and boundaries are probably a different story to single, smaller obstacles or enemies even... Should I even look into a physics engine for these kind of use cases? How does all this work together with an ECS system? [link] [comments] |
Posted: 13 May 2019 10:47 AM PDT |
Posted: 13 May 2019 10:42 AM PDT Hey guys, My friend just recommend me to try out the cry engine since it use c#( worked with unity/c# for a time), he believes it is easier and better to make a 3d fps game on it than on unity. Is he right and do you have worked with it? What are the pro and cons by using it? Thanks in advance [link] [comments] |
Posted: 12 May 2019 10:46 PM PDT So I've been using the Tiled Map Editor to build a map for the web based game I've been working on. I'm running into some difficulties with the way that Tiled exports the tile array of the map in a .json file. It's almost as though the data array is offset by 1. In other words, if your array looks like this: But it should actually look like this: Essentially moving all of the "locations" marked with a "tile" one slot over. If that makes sense? In practice it looks like this: https://i.redd.it/6f86t3md2xx21.png Does anyone have any advice about this? Or have you experienced a similar kind of thing happening? Are there any workarounds that anyone is aware of? Any assistance with this would be greatly appreciated! [link] [comments] |
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