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    Saturday, May 4, 2019

    Simple 2D Movement with sprinting in Unity

    Simple 2D Movement with sprinting in Unity


    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.

    submitted by /u/appllo
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    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?

    submitted by /u/NobleDawn
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    A pixel-y lava shader - Mini tutorial

    Posted: 04 May 2019 11:19 AM PDT

    Game development timeline?

    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:

    1. Story
    2. Game design
    3. ...
    submitted by /u/sashabcro
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    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.

    Pixel Perfect Scaling

    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:

    1. Leap of faith. If your game has a platform usually not visible to a player off-screen, and the player needs to take a blind leap. A player with a wider resolution ratio will be able to see the platform. Of course, the platform can be moved further away, but then it will become inaccessible.

    2. Cut-scene. If in your game there is a cut-scene in which the character appears from behind the edge of the screen and approaches the player. A player with a wider resolution ratio will be able to see how the character spawns from nowhere, which breaks the immersion. Of course, the character can be spawned further away, but then he will go a long time to the center of the screen.

    3. Edge of the world. A player with a wider resolution ratio will be able to see beyond the limits of the game level. The problem can be solved by creating an extra thick tile border around the level, but this can look pretty ugly.

    4. Pixel art fighting games. This type of game is generally very picky about the aspect ratio of the screen.

    5. PVP games with ranged attacks. A player with a wider resolution ratio will be able to see the enemy further away, and will be able to attack from a greater distance. For a player with a smaller screen width, these attacks will look like they have come from off the edge of the screen.

    6. Positioning of bosses. If the boss has an attack when he takes off to the upper right corner and attacks from there, then how do we define this corner positon? A player with a broader resolution ratio will be able to move further away from the boss and have more time to react. Balancing the boss's difficulty in such conditions becomes much more difficult. You can limit the size of the arena for the battle with the boss in the style of a mega-man, but this may look ugly.

    What can be done? My research has given me several options:

    1. Leave it as it is. If the game is not pvp, the visibility range is not particularly important and you can not worry about cut scenes and the edges of the level, then there is no point in worrying about the size of the viewport. An example is Terraria. This game does not scale at all, players with high resolution see a larger area and have an advantage during the battle with the bosses.

    2. Use letterboxing/pillarboxing. You can draw black stripes and limit the viewport to the designed size and aspect ratio. The disadvantage of this approach is that players absolutely hate letterboxing. It comes to the fact that people refuse to buy the game if they find out that it uses letterboxing. Example - La-Mulana uses pillarboxes heavily.

    3. Leave as is, but use additional tricks: temporarily turn on letterboxing during cut-scenes, and adjust movement restrictions for the camera so that the camera cannot show areas outside the game level. However, this option still does not solve the problem with the bosses.

    4. Allow fractional scaling. Example - Axiom Verge uses fractional scaling down on bosses, the size of which would normally not fit on the screen.

    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.

    submitted by /u/Exerionius
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    Business Questions for Game Pitch?

    Posted: 04 May 2019 10:51 AM PDT

    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

    Posted: 04 May 2019 12:04 PM PDT

    Game development part 9!! Added in the campfires. More to come! Any and all advice and suggestions welcome :)

    Posted: 04 May 2019 11:38 AM PDT

    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:

    OPTION PROS CONS
    Entry Level Job -Work directly in the field -Might lead to a Game Dev job -Get contacts in the industry -Lower chance of getting hired (I don't have the required skills) - Less secure job ( most of them are temporary)
    CS Related Job -Higher chance of getting hired -Better paying job (depends) -More secure job -Less experience in the field -Less time for making games
    Game Developer Degree -Easy to get into -Might give me the chance to get to know people/getting contacts in the industry -Really worth it? -University fees and living costs are expensive -2 or more years to invest (too much time)

    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.

    submitted by /u/Ownaz
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    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.


    Previous Screenshot Saturdays


    Bonus question: Would you say that your taste in what type of games you enjoy has changed over time?

    submitted by /u/Sexual_Lettuce
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    Finally, after 2 months from Early Access start, I released the Fighter Editor Update! MK11 parody trailer is included (DUST-UP)

    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

    Not Quake 3 BSP, its lightmapper sucks.

    submitted by /u/crystallize1
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    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.

    submitted by /u/NivixShaper
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    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!

    submitted by /u/MOFOwhosinchrge
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    My puzzle game needs a name. Can you think of one?

    Posted: 03 May 2019 07:17 PM PDT

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