Made an open-source, Pokemon inspired game engine for Android! |
- Made an open-source, Pokemon inspired game engine for Android!
- Unity 2019 Shader Graph Tutorial for Beginners
- Pseudo 3d engine - in Excel?!
- We separated Depth and Scroll speed on our camera, looks a lot more cinematic!
- I narrowly avoided a disaster this Ludum Dare. Here's what I learned on the way.
- Is it a good or bad idea to post content of your game on social media while it's still being developed?
- What Makes a Good Trailer? And do you have one?
- Hand Tracking and deforming objects in augmented reality (See comments for tutorial)
- How to make and self-publish a game in 12 months, by SomaSim Games founder Matthew Viglione (YT video summary)
- Art of an Indie Game - Episode 3: The Plants
- Recently Graduated my game-programming course. Here's some free apps for indie game development
- Game Development Software Engineering Life Cycle Process diagram
- Game Development 09 | User Interface | Survival game |
- I've got an ambient/symphonic album free for use in your games!
- That feeling of "I want to stop working on this game"
- How can a publisher demonstrate transparency about marketing costs?
- College major decision
- How do I do tiles for rocks and ridges in isometric game?
- Alto's Odyssey: Forgiveness Mechanics | Farlands In Focus
- Playerbase: Growth or decline?
- Interactive Map Creator
- what is your favorit mobile game?
- Inverse transformation matrix for checking whether a point is inside a rect
Made an open-source, Pokemon inspired game engine for Android! Posted: 01 May 2019 09:43 AM PDT |
Unity 2019 Shader Graph Tutorial for Beginners Posted: 01 May 2019 08:03 AM PDT |
Posted: 01 May 2019 01:26 AM PDT Hey guys, I've created a pseudo 3d engine in Excel (very basic, but quite fun!) Happy to make a tutorial on this if there is any interest - these things take a long time to make! Cheers! [link] [comments] |
We separated Depth and Scroll speed on our camera, looks a lot more cinematic! Posted: 30 Apr 2019 12:39 PM PDT |
I narrowly avoided a disaster this Ludum Dare. Here's what I learned on the way. Posted: 01 May 2019 10:08 AM PDT Ludum dare has just ended and wow, as a second time participant, things went nowhere near as smoothly as I hoped. Here's what I've learned by going through that grueling journey:
Whew, that was a huge wall of text. Thank you for reading this far. I've tried to avoid repeating my previous points from my last ludum dare. If you want to know a first timer's perspective or why you should do game jams I've talked about it As once per game links seem to be okay, Here's the link to the game in question. [link] [comments] |
Posted: 01 May 2019 07:32 AM PDT So we're 3 weeks into development of a new mobile game (Android & iOS), but we already have a prototype out, a few characters modeled and animated, and some concept art. Our social media pages are pretty empty though, so i was wondering if its a good or bad idea to start posting some snapshots, short prototype videos, and concepts on our Instagram and Facebook pages although we're still early in development (Expected to be completed by mid-September). Worries come from ideas being stolen and/or showing unpolished work. I'd love to hear your thoughts on this! [link] [comments] |
What Makes a Good Trailer? And do you have one? Posted: 01 May 2019 09:23 AM PDT What makes a good trailer? In my opinion, showing actual gameplay to show the player what they are getting into, clips edited well to the music, and some text/voiceover to give some plot insight. A lot of movie trailer do things like this, have you guys noticed anything different about video game trailers that make them stand out compared to movie trailers? I feel like making a trailer can only help your game, unless it's really badly made. Here's my little trailer show me some of yours [link] [comments] |
Hand Tracking and deforming objects in augmented reality (See comments for tutorial) Posted: 01 May 2019 01:54 AM PDT |
Posted: 01 May 2019 09:04 AM PDT |
Art of an Indie Game - Episode 3: The Plants Posted: 01 May 2019 09:47 AM PDT |
Recently Graduated my game-programming course. Here's some free apps for indie game development Posted: 01 May 2019 12:14 AM PDT I recently graduated my Game-Programming course after 3 years (usually 2 years). I went for 3 years because I took a few design courses relating to Digital Cinema, 3D Design, and Visual Communications. Although I never started any projects during school because I was more preoccupied in learning, I did research and practiced with free open-source software that I thought would be useful; since one of my goal was to at least publish an indie game that is entirely done by myself. https://beepbox.co/ - Creating Music (mostly Chip tune Music) https://www.bfxr.net/ - best free place to make retro sound effects (in my opinion) https://krita.org/en/ - professional painting program & 2D animations (I recommend using a tablet/drawing tablet) https://www.piskelapp.com/ - Sprite sheet editor/creator (Also useful in making UI/GUI in low-poly or pixel style) http://dotween.demigiant.com/ - Unity Animation Engine c# (The school program was taught in Unity) https://www.gimp.org/ - Image manipulation program (like Photoshop, but not really) https://inkscape.org/ - professional vector graphics editor (Also good for UI/GUI/Button) http://guillaumechereau.github.io/goxel/ - 3d Voxel Editor (VOXELS!) http://www.sweethome3d.com/ - 3D & 2D House Floor plan creator (You can also export the house as a 3D File e.g. OBJ) https://www.blender.org/ - Everything 3D: Anim, Sculpting, Modelling, texture painting etc. (Even CGI camera tracking) https://visualstudio.microsoft.com/vs/community/ - Free IDE for Individuals (INDIVIDUALS!) https://code.visualstudio.com/?wt.mc_id=vscom_downloads - Free Open Source Code editing Software https://www.sublimetext.com/ - Notepad++'s father But I think that's it for my list. Hopefully this might help somebody especially people in the game-development community whether you are having financial problems, looking for alternatives, or just do not want to go through the legal process when downloading from "Free" libraries. Some of the softwares in the list I have stopped using completely, since I managed to save for some alternative softwares that were a one-time buy. But that would be for another list. There might be some typos since I am writing this late at night, so I am sorry. But good luck on your journey and peace out! [link] [comments] |
Game Development Software Engineering Life Cycle Process diagram Posted: 01 May 2019 10:49 AM PDT |
Game Development 09 | User Interface | Survival game | Posted: 01 May 2019 09:05 AM PDT |
I've got an ambient/symphonic album free for use in your games! Posted: 01 May 2019 12:10 PM PDT Hi there. I write songs. I've done a bunch of heavier, electronic music for videogames. However, sometimes a game needs something a little bit more relaxing in between races or fights or whatnot. It's under "name your price" so feel free to put zero dollars to get a full download. https://maximalism.bandcamp.com/album/summer-cycle All the songs on the bandcamp site are downloadable under an attribution share-alike license. [link] [comments] |
That feeling of "I want to stop working on this game" Posted: 01 May 2019 12:00 PM PDT So I'm in the weeds. Been working on my current project about 4 months. It's come along pretty nicely, but for the past month or so progress has just started crawling. And now I'm getting that feeling. That feeling that what I've made just isn't coming together, that I don't know what I'm doing with it anymore. That feeling of "I want to stop working on this game". This is definitely not the first time this has happened. I always salvage what I can from the previous game, take what worked and leave the rest - but it would be really nice to at least finish one game. I could even consider this one "finished" - it has a main menu, two procedurally generated (isaac style) floors populated by four different enemy types, two different bosses, and when you beat the last floor you go to credits. Beginning, middle, end - game beaten. But... is that all that's this is ever going to amount to? [link] [comments] |
How can a publisher demonstrate transparency about marketing costs? Posted: 01 May 2019 10:43 AM PDT Hi, Lots of mobile publishers offer revenue split deals where the developer gets a % of game revenue after marketing costs. Do developers just have to trust the publisher's word for cost of acquisition? I'm asking in the world of casual / hyper-casual F2P games where marketing is usually done on social networks like Facebook. The revenue part is more easily measurable through platforms like IronSrc or AppAnnie, but the UA costs can literally be anything. I heard from a developer that even after millions of installs of his game, the publisher just paid him $20k with the excuse that CPIs were extremely high. The worst part is, it is not quite possible to tell if they are lying or not because sometimes CPIs can be very high. Thanks [link] [comments] |
Posted: 01 May 2019 08:29 AM PDT Hi, I am currently going into my junior year this fall as a computer science major, I'm super interested in game dev and it's what I want to do when I graduate, but the classes are definitely getting harder and I've been struggling a bit more. My school offers a game dev specialization for IT where it focuses most of your classes in that area. Should I switch to IT and specialize in game dev or stick with computer science and try to finish it? Just want some other perspectives on the matter [link] [comments] |
How do I do tiles for rocks and ridges in isometric game? Posted: 01 May 2019 12:24 PM PDT Hi guys, I have a isometric game with a perspective you can see in attached file. Which tiles do I need to make ridge/rocks to grass transfers, like in the left part of the picture? With brick/dirt transfer, it is pretty straightforward, I need just 3x3 and 2x2 tiles with inner and outer bricks, but with ridges, it seems a bit more complex to me. [link] [comments] |
Alto's Odyssey: Forgiveness Mechanics | Farlands In Focus Posted: 01 May 2019 12:17 PM PDT |
Playerbase: Growth or decline? Posted: 01 May 2019 11:49 AM PDT I am wondering why some games have a growing player base while others decline very fast after release. For example, Warframe and Path of Exile continuously increased in player count throughout the years while Artifact kinda died weeks after release. According to you, which characteristics allow games to grow and sustain user engagement? [link] [comments] |
Posted: 01 May 2019 11:47 AM PDT Hey, Im working on interactive map creator - tool for creating maps with easter eggs/loot/etc for any game as long as you have image of map (can be used in other ways too). I was inspirder while playing gothic 3 (ye ye, it doesnt exists, gothic ends with gothic 2) and using maps with marked chests/herbs and had to check myselfe in .doc which one i found. Thats why i want to create this. For now it looks like in video (link to download is below). Current features: - creating/removing/moving marks - changing colors - saving and loading - load map from file (any image) - add descriptions - basic camera movement with bounderies So here are my questions, or rather topic. Im planning to use it in 2 ways.
What features should i add? Im asking in both ways here. I want to improve this tool for everyone, not only to sell it. What features would you like to see in it as a gamer or as a fellow game developer? What should I improve? Im thinking about adding server site, uploading finished maps there and just have a link for own map, but i am afraid od any copylaws about used images etc. So if someone has knowledge in this manner Im willing to share this project in future. (Link to version from video - 01.05.2019) https://drive.google.com/file/d/13J_AjrfnqgyJ9-4JgOnzikv5_cYKjpmS/view?usp=sharing [link] [comments] |
what is your favorit mobile game? Posted: 01 May 2019 11:44 AM PDT |
Inverse transformation matrix for checking whether a point is inside a rect Posted: 01 May 2019 11:38 AM PDT I'm trying to determine which nodes in my scene graph contain a given point in global coordinate space, using the inverse of the node's global transformation matrices. Here's a simplified version of the Node (real version does dirty checks and caches matrix etc). ```ts class Node { parent: Node; width: number; height: number; translation: Vec2; rotation: number; scale: number; // Get the transformation matrix required to draw this node onscreen get matrix() { let mat = mat2d.clone(this.parent.matrix); mat2d.translate(mat, mat, this.translation); mat2d.rotate(mat, mat, this.rotation); mat2d.scale(mat, mat, [this.scale, this.scale]); this.matrix = mat; } // Check if point is inside this node's rect contains(x: number, y: number) { let point = this.toLocalPoint(x, y); } // Convert a point in global space to local space toLocalPoint(x: number, y: number) { let inverse = mat2d.create(); mat2d.invert(inverse, this.matrix); } } ``` This is working fine for the renderer. Here's an example of how that looks for reference.
The Here's an example that shows a test of whether the mouse cursor is inside a node. ![](https://media.giphy.com/media/33HmMxhV9bnw0nvy07/giphy.gif)
There are points off to the right that are registering as inside the node though. I'm fairly sure that this means that the separate steps of the matrix transform are being applied in the wrong order, but I'm not sure how to apply the inverse matrix in any other way (without decomposing it into the 3 individual components of the transform and applying them in the reverse order that the Have I misunderstood how the inverse matrix works here? [link] [comments] |
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