We (two dudes, self published) decided to share all our Steam Sales data (2 games, 1 pre + 1 post direct) with our community and figured r/gamedev might also be interested! |
- We (two dudes, self published) decided to share all our Steam Sales data (2 games, 1 pre + 1 post direct) with our community and figured r/gamedev might also be interested!
- I make orchestral/ electronic music that I'm giving away free with a Creative Commons license. Feel free to use them in your work!
- Motion Twin explains their game feel tricks in Dead Cells
- Learn Pseudo 3D Graphics in Excel!
- How to handle increased/decreased latency in client side entity interpolation?
- What is the difference between a game engine and your own personal library? What more does it involve?
- Questions about some engines regarding strictly 2D gamedev
- Tutorial - Random Galaxy Generation
- Xochipilli's Trade – Random Temple Generation
- Making a turn based combat game
- How big of a problem is two 2048x2048 textures for older devices?
- Game developers, have you ever seen anything in a game that breaks your brain just imagining how the other developers managed to do it?
- Dynamic Point Field of View: debugging view step as a post-process effect [solo dev, C++ graphics engine]
- How to keep a single instance of a prefab active until button is released?
- Brazen Fruit
- Is IL2CPP a valid way to obfuscate code?
- Ground Zero Game
- Football/Soccer games
- Sea Adventure - Ai Takes Over
- Using Unity3D for menu based game
- Human Brains Are Awesome, Humans Brains Suck (GDC 2019 Microtalk) - How to do tutorialization right
- "Unionization, Steady Careers, and Generations of Games Culture" from George Weidmin
- Jaxi the Robot: A game for kids to learn to program.
Posted: 05 May 2019 06:42 AM PDT | |||||||||||||||||||||||||||||||||
Posted: 05 May 2019 06:19 AM PDT Hi, I make music that I'm giving away for free under a Creative Commons attribution license. Feel free to use them however you like! The Bandcamp/ Mediafire links should all have free downloads available (Bandcamp also allows you to pay what you want) at HQ wav format. I arranged these sort of by tone/style to make it easier to look through: Epic/ Powerful:
Energetic:
Emotional/ Cathartic:
Other:
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Motion Twin explains their game feel tricks in Dead Cells Posted: 05 May 2019 10:46 AM PDT | |||||||||||||||||||||||||||||||||
Learn Pseudo 3D Graphics in Excel! Posted: 05 May 2019 09:38 AM PDT | |||||||||||||||||||||||||||||||||
How to handle increased/decreased latency in client side entity interpolation? Posted: 05 May 2019 04:38 AM PDT I've been trying to implement client side entity interpolation in a top down shooter game for the last few weeks. One of the problems I'm facing is that latency can change significantly for few seconds, which causes one snapshot to be late, or two snapshots arriving at once (late snapshot and the new snapshot). This causes a problem because the client assumes that it will receive snapshots at regular intervals, and that it will keep rendering between them until the new snapshot arrives. But because of these latency spikes, it receives 2 snapshots at once. So whats the best approach to figure out the render time for the late snapshots? Most interpolation articles assume that the client will receive snapshots at regular intervals, and in that case interpolation works perfectly of course, but I can't find any information regarding how latency is handled while interpolating. I tried to do some research on this problem and found a very similar question here that might help you understand the problem in case I wasn't clear: https://gamedev.stackexchange.com/questions/156817/how-to-handle-increased-decreased-latency-in-client-side-entity-interpolation Please let me know if you have any ideas on how to fix this problem, or reference any articles/examples that might be helpful. Thanks! [link] [comments] | |||||||||||||||||||||||||||||||||
Posted: 05 May 2019 11:41 AM PDT I have been programming for a while now and I have my own personal library with my go to functions. I have been using DirectX recently, so I now have my init functions for loading images, the window, the inputs, etc. I have my run function, my end functions. I have my own math file. I am wondering what more does a game engine entail? I have seen people talk about game engines using OpenGL so I expect you can also make one with DirectX. Or am I misunderstanding? When you make a game engine are you actually architecting the graphics part as well? What else is there missing? Can you make a game without a "game engine" (i.e. only using DirectX)? [link] [comments] | |||||||||||||||||||||||||||||||||
Questions about some engines regarding strictly 2D gamedev Posted: 05 May 2019 11:36 AM PDT I'm a beginner pixel artist that also wants to get into gamedev. Visual scripting and/or the ease of use are pretty big factors for me so I'm still contemplating these 3 options: Construct 2, GameMaker and Unity. Construct 2 seems easy to get into but I think it no longer gets updated after Construct 3 released. C3 is subscription based and has steep pricing so it doesn't seem like the greatest choice for an amateur. I'm wondering if anyone here still uses C2 and believes it will still be manageable in a couple of years or is it not worth investing time into it at this point? Game Maker would probably be my go-to engine but only the most basic version is affordable despite only giving you the option to publish on Windows. If you want to release your games on platforms, it will cost you upwards of hundreds of dollars easily, and thousands if we're talking all systems. Unity looks like the most difficult to learn but also the 'safest' options as it's surefire that it will stand strong and constantly get updates for years and years to come. I'm currently looking forward to either the official visual scripting tool or Bolt 2 to release. I'm even considering dabbling in C# even though I'm still going to be mainly focusing on art. I'm slightly worried about the 2D tools and features available there but at least I know that a bunch of devs have successfully released 2D games in Unity thus far and that exporting to most (all?) platforms is way easier than other engines. So yeah, I'm leaning towards Unity so far but I'm open to opinions on suggestions. Perhaps there are other engines that I should look into? [link] [comments] | |||||||||||||||||||||||||||||||||
Tutorial - Random Galaxy Generation Posted: 05 May 2019 07:44 AM PDT Hi all, I recently wrote a tutorial on how to generate random galaxies. The article contains the source code as well as an explanation of how each parameter affects the creation of the galaxy. https://vercidium.com/blog/random-galaxy-generation-with-c-and-opengl/ [link] [comments] | |||||||||||||||||||||||||||||||||
Xochipilli's Trade – Random Temple Generation Posted: 05 May 2019 04:15 AM PDT Xochipilli's Trade – Random Temple Generation Context Not unlike a lot of people, we did the Ludum Dare Jam 44 this past weekend, with theme "your life is currency", and the experience has been amazing. Staying motivated and functional throughout 72 hours of game-dev is a challenge, but everything is worth it. In the feedback we've been given, apart from appreciating the pixel art and the music, the random generation of the temple levels has been appreciated. Here I would like to elaborate on the way we achieved this. Ludum Dare page: https://ldjam.com/events/ludum-dare/44/xochipillis-trade Itch.io page: https://sharpedstonestudios.itch.io/xochipilli-trade Xochipilli's Trade – Cover Image The Game The game idea we came up with, is dungeon scrolling platformer with a twist. You are leading a group of conquistadors with the idea to loot Xochipilli's temple and get his jewel. In order to do this, you need first to defeat Ocelolaloni (the boss), but this comes at a price. The sorcerer at the entrance asks you to sacrifice a certain number (of your choosing) of your companions. This simple choice will influence the layout of the temple ahead. The more companions you sacrifice, the longer the temple, the more chests you might find to upgrade your team's skills before heading to Ocelolaloni. Choose and sacrifice people in your ranks to generate a more profitable temple Temple Generation And this is where the generation of the temple comes into place. You got yourself 9 companions at your disposal, which you might sacrifice, or not. The temple is comprised of two elements: blocks and levels. A block is a 30 tiles large element where you can encounter various game elements such as enemies and chests, and a level is basically a floor, which ends with stairs. Clearing a level gives you 3 chests, and in each level, you encounter random blocks, containing, or not, chests and perks. Each level is comprised of several blocks and a downward stair To determine how many levels and blocks one gets for his sacrifices we simply applied a rule:
The more companions you sacrifice, the more levels you get (i.e. rewards for clearing it), and the more blocks with potential bonuses. Blocks As mentioned, the base element to generate the floors are the blocks, which are drawn at random and put next to each other. In order to obtain a variety of levels, we designed 11 different blocks, all of them being 30 tiles long and a maximum of 15 tiles high. Random Generation For each level, the blocks are drawn at random from the pool of blocks, and then shifted in order to create a seamless temple. To avoid too many duplicate blocks in a row, the blocks are assigned a score (inverse weight) which increases each time the block is selected. The blocks are then drawn from a cumulative distribution inversely proportional to the scores, i.e. each time a block is drawn, its likeliness to be drawn again decreases. In c#, this can easily be achieved like this: (using .Select to change values is a bit controversial but it works). With this, the sequence of blocks in the temple is quite random, and the same block is not present too many times in a row. Conclusion We had a very good time designing this temple, and I hope you will have a good time appreciating the game. I hope this article was enjoyable, and showed that random generation can, in fact be quite easy. Happy Coding! [link] [comments] | |||||||||||||||||||||||||||||||||
Making a turn based combat game Posted: 05 May 2019 10:08 AM PDT So I was playing one of my most favorite games a lot lately: Darkest Dungeon, and having a lot of fun with it. It made me think about implementing turn based combat in my next project mostly to learn more how to make a good system of that kind. It seems complicated to make depending on the length I want to go with it, how many effects to add. But also the balancing I imagine would be hard. And most importantly how to make decision making interesting and actually matter, to require strategy instead of just mashing one button, that's what actually makes turn based combat fun for me. How do you think can one make a good turn based combat? [link] [comments] | |||||||||||||||||||||||||||||||||
How big of a problem is two 2048x2048 textures for older devices? Posted: 05 May 2019 02:44 AM PDT How big of a problem is two 2048x2048 textures for older devices? Right now I have a 3000x3000ish spritesheet with a minimalistic art style. I feel people with older devices will try the game out won't be able to play if they can only use 2048x2048 textures. So I am thinking of making changes to my game so that I split the 3000x3000 into two spritesheets. What I am curious about though is whether older devices will run out of memory or whatever with two 2048x2048 spritesheets since why else would there be a limit? I just tested two 2048x2048 spritesheets on my Samsung Galaxy S3 and it ran fine which is a good sign. [link] [comments] | |||||||||||||||||||||||||||||||||
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How to keep a single instance of a prefab active until button is released? Posted: 05 May 2019 12:50 PM PDT I'm making a flamethrower fun and want the flame to stay active for as long as the button is pressed. Below is my flamethrower script: This works for my other bullet based prefabs but obviously there the button does not need to be held. Here it keeps getting instantiated. What I tried: Instead of I then tried with introducing a boolean here: but that also does not seem to work. Any ideas and help please? [link] [comments] | |||||||||||||||||||||||||||||||||
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Is IL2CPP a valid way to obfuscate code? Posted: 05 May 2019 12:42 PM PDT Hi all, Is il2CPP an effective way to obfuscate game code? I'm also considering some obfuscator tools from asset store as well. Anyone have experience in il2cpp and unity C# code obfuscating? Thanks! [link] [comments] | |||||||||||||||||||||||||||||||||
Posted: 05 May 2019 12:23 PM PDT I'm Looking for more game Dev's to help make my game is anyone interested in helping if so join the Ground Zero discord [link] [comments] | |||||||||||||||||||||||||||||||||
Posted: 05 May 2019 11:56 AM PDT Anyone played or seen and decent third person style football games? I'm looking to create a Football game and just doing some research. Think Rocket League meets FIFA - maybe even with some fun free-running aspects. Would be interested to here thoughts. [link] [comments] | |||||||||||||||||||||||||||||||||
Posted: 05 May 2019 11:45 AM PDT I have made an Ai intelligence loop (Let's call it that)
Hope you like it! Please subscribe if you do, and leave me suggestions :) [link] [comments] | |||||||||||||||||||||||||||||||||
Using Unity3D for menu based game Posted: 05 May 2019 11:37 AM PDT I'm currently working on a game that's mostly played through a static screen with menus (like VA-11 Hall-A). I started out with Unity as it has some nice tools for working with the UI, but I've recently come across tools like Ren'Py that work well with visual novels and the like, which is close enough to what we're going with. Just wanted to see what your opinions were on something like Ren'Py for a game like this -- would it be suitable or would something more "robust" like Unity be better? Just for context, I have some experience in Unity but I'm more proficient in Python than C#. I'm sure both engines can do the job but I could use some direction from some experienced game developers. Thanks so much! [link] [comments] | |||||||||||||||||||||||||||||||||
Human Brains Are Awesome, Humans Brains Suck (GDC 2019 Microtalk) - How to do tutorialization right Posted: 04 May 2019 01:46 PM PDT | |||||||||||||||||||||||||||||||||
"Unionization, Steady Careers, and Generations of Games Culture" from George Weidmin Posted: 05 May 2019 10:40 AM PDT | |||||||||||||||||||||||||||||||||
Jaxi the Robot: A game for kids to learn to program. Posted: 05 May 2019 10:40 AM PDT After 5 years of pushing through self doubts, I finally have a game ready for alpha! My daughter and her friends just would not let me put this project down, and I'm glad she didn't give up on me. This is Jaxi the Robot, a game that teaches kids how to program using javascript. Back in 2014 the concept won grand prize for best game concept in Utah. Please DM me if you want a license key to try it out, I would really love to hear your feedback! [link] [comments] |
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