Simple 2D Movement with sprinting in Unity |
- Simple 2D Movement with sprinting in Unity
- Do your part, spread awareness
- Made a physics-based football kick up game for Mobile
- Are you a solo developer that keeps making unfinished games due to a lack of art/music?
- Fire Golem throwing lava rocks to limit player character movement
- I Want to Start Making Games, but I Have No Prior Experience. Where Should I Start?
- A pixel-y lava shader - Mini tutorial
- Game development timeline?
- Pixel-Perfect and Letterboxing.
- Business Questions for Game Pitch?
- Finally added chests, coin fountains, magnetized coins, ability gating/spawning, in-editor editable doors, single switch doors, multi switch doors, oh god it never ends
- Game development part 9!! Added in the campfires. More to come! Any and all advice and suggestions welcome :)
- What are the best options to get into Game Development?
- Creating Lifeline - Finishing Heal Drone - Part 3 - Unity Tutorial
- Screenshot Saturday #431 - Glorious Pixels
- Finally, after 2 months from Early Access start, I released the Fighter Editor Update! MK11 parody trailer is included (DUST-UP)
- Any general purpose game engine that can load HL/Quake 1 BSP with lightmaps?
- Evolution of Game Systems in the Decima Engine
- Game Development 11 | Main Menu | Survival Game
- Basic Of Basics In Unity- Part 1
- Managing a game's difficulty curve while developing
- Question regarding Hive Mind\ Swarm AI in Unity
- My puzzle game needs a name. Can you think of one?
Simple 2D Movement with sprinting in Unity Posted: 04 May 2019 03:14 AM PDT | ||||||||||||
Do your part, spread awareness Posted: 03 May 2019 03:33 PM PDT | ||||||||||||
Made a physics-based football kick up game for Mobile Posted: 04 May 2019 08:56 AM PDT | ||||||||||||
Are you a solo developer that keeps making unfinished games due to a lack of art/music? Posted: 04 May 2019 09:04 AM PDT DISCLAIMER: THIS IS PURELY BASED ON MY EXPERIENCE. I am an intermediate game developer. I started a few years ago. I've made around 10 games. How many of them are finished? One is published. None are finished. So what happened? Was I too busy? No. It was a lack of art/music or just generally assets. My game was ugly! Have you ever been in this situation? I've asked a few developers and most of them have. So this is my tip for you. Make sure your game doesn't need a lot of art before you start it. You can create a GDD even! Not a lot of solo developers do that. Make sure you can make the game you want to make. Think about it thoroughly. This may seem obvious, but if people were doing this, then they wouldn't have quit making a game due to a lack of art. Here are some games I've made. Shapes Defense, a tower defense game. Tower defense games need art for towers and enemies. Probably not a good choice for me. Craft! a 3D swordfighting game. I don't know how to model swords or animate! Very bad choice for me. What game am I making right now? Protons, an idle game about atoms. Yes, I know. But at least I'll be able to finish my first game. What will I need? Spheres and colors and some UI. How about that? I hope this post can help you. If you think this post is downright stupid, then welp I'm just not a good tip-giver. But at least I hope the next time you want to make a game, you think through it all the way. Not just the concepts of the game, but also how you will make it. [link] [comments] | ||||||||||||
Fire Golem throwing lava rocks to limit player character movement Posted: 04 May 2019 09:35 AM PDT | ||||||||||||
I Want to Start Making Games, but I Have No Prior Experience. Where Should I Start? Posted: 04 May 2019 11:54 AM PDT I'm a sophomore in high school, and I want to explore game development as a possible career field. However, I'm a complete beginner. Where should I start? What coding languages are best for a beginner? Should I use Unity, Gamemaker, RPG Maker, or something else? [link] [comments] | ||||||||||||
A pixel-y lava shader - Mini tutorial Posted: 04 May 2019 11:19 AM PDT | ||||||||||||
Posted: 04 May 2019 12:02 PM PDT Simple question, but I know it's not simple answer? Can you give me your idea of game development timeline? In bulletin or number order like:
[link] [comments] | ||||||||||||
Pixel-Perfect and Letterboxing. Posted: 04 May 2019 03:35 AM PDT Let's talk about pixel perfect games and the problem of different screen resolutions and aspect ratios. If the assets in your game are pixel art, then you cannot scale the viewport with an arbitrary number like 1.7f. You can scale the viewport only with integers, like 1x, 2x, 3x, etc., so that pixel art looks clear. If you want to know more about this issue, you can read this Unity blog post. The rule of thumb here: if the height of the screen resolution fits more than 1 of the whole viewport, you need to scale the viewport up. The problem begins when the screen resolution scale is somewhere in the middle between whole numbers (for example, 1.7x). We cannot increase the scale to 2x, because this will reduce the player's viewport, but if you leave it as it is (at 1.0x), the player will have a wider viewport. A visual example can be seen in this picture. With an uneven scale, the player gets the opportunity to see a larger part of the level than designed. For some games this may not be critical, but for most it is bad. Why does this cause problems? I can name a few examples:
What can be done? My research has given me several options:
Most of the solutions described are found in this blogpost. The authors of this blogpost use a combination of thick border and letterboxing techniques. However, their game completely fits on one screen and the camera does not move, so most of the problems are not related to their game. In either way any of solutions are flawed in some way. How do you solve the problem of different viewport sizes in your pixelart games? Do you use letterboxing? Do you use fractional scaling? Something else? Edit: added visual representation of the popular resolutions in comments. [link] [comments] | ||||||||||||
Business Questions for Game Pitch? Posted: 04 May 2019 10:51 AM PDT | ||||||||||||
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What are the best options to get into Game Development? Posted: 04 May 2019 11:34 AM PDT So, I'm gonna graduate in CS soon. Having seen most of the jobs related to my degree boring/unappealing I decided to pursue my passion for videogames. I like programming so I guess I'd like to be a Game Programmer (might choose once I have more experience in the field). I'm Italian with a good level of English (C1), willing to move for a better opportunity. I'm currently studying Unity and following tutorials. The options I've came up to are (in order of preference - 1 is max): 1)Get an entry level job (QA Tester) in UK and work my way up in the industry 2)Get a CS related job and make games in my spare time 3)Get a Game Developer Degree Sadly the options are also in order of hardest to get. I've made a table with the pros and cons for every option:
I'd like to start working as soon as possible and preferably in the field so option 1 would be my best, even though I have not a clear idea of how to. My questions are: -If you have been in my situation, what did you do and how? -If you like in the UK (or any part of Europe) how did you get your job in the game industry? -Based on your experience what do you think are the best options? Any info would really help me guys! This is a big step for me and I'm trying to not f-it up. [link] [comments] | ||||||||||||
Creating Lifeline - Finishing Heal Drone - Part 3 - Unity Tutorial Posted: 04 May 2019 11:25 AM PDT | ||||||||||||
Screenshot Saturday #431 - Glorious Pixels Posted: 03 May 2019 08:15 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: Would you say that your taste in what type of games you enjoy has changed over time? [link] [comments] | ||||||||||||
Posted: 04 May 2019 06:31 AM PDT | ||||||||||||
Any general purpose game engine that can load HL/Quake 1 BSP with lightmaps? Posted: 04 May 2019 09:51 AM PDT | ||||||||||||
Evolution of Game Systems in the Decima Engine Posted: 04 May 2019 09:28 AM PDT | ||||||||||||
Game Development 11 | Main Menu | Survival Game Posted: 04 May 2019 09:19 AM PDT | ||||||||||||
Basic Of Basics In Unity- Part 1 Posted: 04 May 2019 08:57 AM PDT | ||||||||||||
Managing a game's difficulty curve while developing Posted: 03 May 2019 05:48 PM PDT TLDR: how I make game appropriately challenging but not too hard as a learning hobbyist developer with limited resources? So I'm currently working on a small learner project and I finally got a stable game loop, everything has appropriate sound effects, and screen transitions and there are no immediately glaring causes of crashes. So I exported what would be called a beta test build and gave it to a few friends to test, as I'm probably a poor judge of its difficulty, since I've spent much more time playing it just by testing it. A bit about the sample pool of testers, most are into twitch-reaction shooters, and I got either "I think I'm bad at the game" and "the AI moves faster than the I can," so clearly I tipped the scale too far away from the player. I know that this project is just a means to learn more about the engine I'm using and game programming in general(and in that regard, I believe I succeeded), but I also want to be conscious of how difficult I'm actually making things- I don't want it to be a free win, but I don't want it to be unfairly difficult to the point that it's no longer fun. What are some ways to manage a project's difficulty curve (for the player)? I imagine that in practice, I'd need a large pool of testers, with a variety of backgrounds in terms of the kinds of games they play. [link] [comments] | ||||||||||||
Question regarding Hive Mind\ Swarm AI in Unity Posted: 04 May 2019 08:04 AM PDT I'm not sure if hive mind or swarm are the best terms but I'm not sure how else to describe it. I want make a small project with an enemy where: - It starts off with a large number of small object are grouped together and form the Enemy object. It would need to be a solid number of smaller objects, like a few hundred but I'm not sure. - after a few seconds it would shoot a spike at the player. This spike being created by some of the smaller objects. This would result in the Enemy object becoming smaller as it used some of its body to form the spike. - the spike falls apart when it either hits or misses the player, causing the smaller objects to scatter on the ground - after a short duration, the smaller objects would start to move\float towards and rejoin the Enemy object. What type of AI logic should I start looking into for this? Or am I thinking beyond what Unity can do? I've started looking into Flocking. It seems like a good starting point but I'm not sure where to go from here. Any tips/ advice are greatly appreciated! [link] [comments] | ||||||||||||
My puzzle game needs a name. Can you think of one? Posted: 03 May 2019 07:17 PM PDT |
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