Crumble loading screen - Inspired by the new Spyro ! |
- Crumble loading screen - Inspired by the new Spyro !
- Stone house model (Downloadable)
- The Hive - Alien insect army under your command!
- Finally got hand grabbing working in VR!
- USSR fence Game assets practice. Using techniques weighted normals and mesh decals
- Completely flabbergasted by my current game dev employer.
- How did you become a game developer?
- I want to help make a game
- Some of the reviews I get for my game are something else..
- My movement implementation for roguelike
- Old 2d traffic game
- If I use butler to update my game on itch.io how will that affect the person who has already downloaded my game?
- When is it when i need to use a loading screen?
- Need some help with my game's audio/visual tone (consistency)
- This Father’s Day my sweet daughter surprised me with this detailed rendition of the space ship from my video game
- Where can I learn to do shaders for UI in Unity?
- Script not showing in VisualStudio
- We need a Character designer
- How does a game rank #1 for a keyword that doesn't appear once in it's metadata?
- 3 Tips to Making Your Own Game
- When you die on Fire Up 3D (finishing alpha test)!
- How Media Molecule designed a fun and robust toolset for Dreams
- How to hit a moving target in Unity
- A deep dive of data from Cultist Simulator Mobile launch and current performance!
Crumble loading screen - Inspired by the new Spyro ! Posted: 17 Jun 2019 06:27 AM PDT |
Stone house model (Downloadable) Posted: 16 Jun 2019 11:13 PM PDT |
The Hive - Alien insect army under your command! Posted: 17 Jun 2019 06:09 AM PDT |
Finally got hand grabbing working in VR! Posted: 17 Jun 2019 10:47 AM PDT |
USSR fence Game assets practice. Using techniques weighted normals and mesh decals Posted: 17 Jun 2019 11:53 AM PDT |
Completely flabbergasted by my current game dev employer. Posted: 16 Jun 2019 07:01 PM PDT Warning: Medium rant about working as a game dev. I started working remotely for a company recently. An artist there contacted me and told me they needed some work done and had a spot open till the end of the year with plenty of hours, so I replied with my hourly wage and availability. I explained I usually keep track of my own hours and send a bill every two weeks. He said it sounded good, so he sent over their contract. It protected them and did nothing for me, but I didn't mind signing. So I got started, and immediately there was a problem, but it was my mistake. I offered advice on how to do something differently and was told to stop wasting my time. So I shut up and did the work as I was told. (I really need this job so I'm not interested in rocking the boat.) A few weeks pass and things are going smoothly: I'm talking with people up and down the chain of command, they seemed to like my work, and they would pay me quickly after I bill them. That has changed. I suddenly got an email from one of the guys higher up 'clarifying' how working remotely for their company works. They say they will no longer pay me when I bill them, but instead, they will pay me at the end of the month. And instead of paying my hourly wage, they are going to pay me based on milestones determined ahead of time. (Yet while I'm typing this, I have my next task from them, but I won't get paid my hourly wage, and we didn't agree on any value ahead of time... so what am I even doing?) I'm honestly shocked and don't know how to take it. Did the artist that initially contact me have no authority to agree to my wage and I'm just now hearing the real deal? Is that why I have a task right now that I have no clue how much I'll be paid to complete? Are they just changing it on me because they didn't like how much I billed them? I'm leaning toward the latter, since I'm just now hearing about this, after they've been paying me for weeks now. Being paid once a month is pretty annoying to be honest, I've never worked a job that paid everything at the end of the month. But I guess I can shut up and endure that part. But what's really driving me up the wall is the change to milestones. Had I agreed to that and been financially ready for that payment method, it wouldn't be so frustrating. If they just want to simplify payment, that's fine. It feels super unprofessional... but fine. I'm going to at least ask for their milestone payment estimates before doing any more work for them, since that... seems obvious. But if it looks like they are just trying to pay me drastically less for the same work, I might explode. What do others think? They just want to pay me less right? Was it my fault for not demanding the "agreed" terms be in the signed contract? Are they at least being unprofessional cunts a tiny bit? I'm so mad I can't see straight, so I just don't know. EDIT: Okay, some more information. It makes me look even MORE dumb but it's the honest truth: The contract I signed did actually protect me more than I realized. I still think it's a mostly fair agreement looking over it again. But the catch is, it ended. I had forgotten it was a short term contract 'open' to being extended through mutual agreement because they kept saying I had work lined up through the rest of the year. They just kept sending me work (the very day after it expired) so I kept working, assuming we had extended the contract. A lot of people are pointing out this is my fault, and I fully agree. I've learned a lot about what I want and need from a contract. Maybe someone will see how I fucked up and learn from it. [link] [comments] |
How did you become a game developer? Posted: 16 Jun 2019 08:44 PM PDT Just looking for people's stories! Please feel free to share as much or as little as you like, such as if you got a degree, are self taught, how many hours per day you spent learning, learned asset design or programming first, etc. How did you make it happen? [link] [comments] |
Posted: 16 Jun 2019 06:45 PM PDT Hello everyone, I am very interested in the development of making games. But I do not have to much experience, I do however have a good amount of experience in modelling on Maya. What I would like is to help someone (or a group of people) make a game. I DONT want to influence your game at all, I don't care what the story or game-play is like, I would just like to help you with some modelling. And in turn absorb as much information about the development process as possible. If anyone is interested please DM me. Here is a link to my sketch fab, it is not a lot as I did not add everything to it. Thanks https://sketchfab.com/ErnieBurrows [link] [comments] |
Some of the reviews I get for my game are something else.. Posted: 17 Jun 2019 10:59 AM PDT Hello fellow devs, In the last few months my game got quite popular in India,and of course,some of the reviews I got are just hilarious,so I wanted to share them.But first I wanted to give some context about my game,it's a game similar to "I am Bread",but for mobile called "I am Egg",for anyone interested here is a link for it: https://play.google.com/store/apps/details?id=com.AquaStudios.EggRun&hl=en Anyways,let's see some of the reviews: https://i.redd.it/1pz5cq6qfy431.png https://i.redd.it/njs71g6qfy431.png https://i.redd.it/1dweqxjbhy431.png https://i.redd.it/g47svi6qfy431.png https://i.redd.it/z3ffon6qfy431.png https://i.redd.it/g1r1ni7qfy431.png https://i.redd.it/haytzfkbhy431.png Just wanted to share,also another thing I find funny is indian kids playing this game on youtube,I might post a link if anyone is interested [link] [comments] |
My movement implementation for roguelike Posted: 17 Jun 2019 04:10 AM PDT Hello folks, this is my first post so use mercy . I'm a Perl programmer and I'm trying to develop my first game. It is an ASCII rendered game running on console/cmd.exe probably similar to a roguelike (more info on the current state are available here if interested). I've followed a great article about movement and speed: a turn based game loop Basically every actor (player and NPCs) get some amount of energy during game loop and when their energy reaches a treshold they can move. But after a while I had to elaborate different movement costs for different terrains and different movement types (humans are the deafault, but a fish will move in waters and not in woods..) for different ceratures. I have implemented using the following, during the game loop:
The above permits to have actors with different speed and also to differentiate (or well: to emulate) speeds over terrains types. While I'm quite satisfied with this I'm interested knowing different approachs or to know if I overlooked something important. Any kind of comments, material, links or examples of code are welcome. thanks for reading LorenzoTav [link] [comments] |
Posted: 17 Jun 2019 09:15 AM PDT Hello. I need some help because I m stuck . I m creating an old style 2D traffic game using C++ (kinda like old atari pole position) , but with the premise of the game modified. In my game the player is moving straight, without road curvatures, and from time to time, a crossroad appears and the player has to avoid crashing into other cars. And here my question comes : How can I make the crossroad " come to me" like, viewing it from far away, and getting gradually bigger. I don't know how to change the perspective in such way and I m stuck since the last Friday on it. So ,does anybody have any idea? Any kind of help is appreciated, thanks in advance. Have a nice day:D [link] [comments] |
Posted: 17 Jun 2019 03:55 AM PDT |
When is it when i need to use a loading screen? Posted: 17 Jun 2019 08:17 AM PDT |
Need some help with my game's audio/visual tone (consistency) Posted: 17 Jun 2019 06:13 AM PDT Alright, so basically, I want to make my game's tone in both sound and visuals to carry this sort of "retro-style arcade game, but in full 3D" kind of vibe. I worry that my game doesn't carry that across all to well, but aside from swapping textures for new ones, I'm not entirely sure how to get that vibe across. So I'm wondering exactly how to do that.
(Actually, this is. I updated it based on feedback. Made textures less busy and tweaked some sounds). I'd love to hear your thoughts on how the game can improve consistency. Thanks! [link] [comments] |
Posted: 16 Jun 2019 12:58 PM PDT |
Where can I learn to do shaders for UI in Unity? Posted: 17 Jun 2019 08:51 AM PDT |
Script not showing in VisualStudio Posted: 17 Jun 2019 06:24 AM PDT Hello i just started using Unity 2019.2.0b5 version. I got this problem when i create a script in unity and try to open it with VS, the page is blank. The older versions of unity works just fine with VS. I am using VS 2017. I cant seem to find a fix for this problem. If someone knows the problem plz help :) On the left, blank VS file. On the right is what there should be in the file(Code works btw in game) [link] [comments] |
Posted: 17 Jun 2019 12:04 PM PDT Hey guys! Alright I am gonna be straight forward me and some of my friends have started a game development startup. And we need someone who could design characters for us. We can't pay cause we are broke. But you could be a part of this teams journey. Hit me up if you are interested. [link] [comments] |
How does a game rank #1 for a keyword that doesn't appear once in it's metadata? Posted: 17 Jun 2019 11:45 AM PDT This is for specifically for the Google Play Store. After some research - I see a very popular game that ranks #1 for a keyword that doesn't appear once in it's metadata. For example - let's say the game is called Bakery Kings but it ranks #1 for the keyword "cooking". The word cooking does not appear once in the app title, short or long description. However, "cooking" is very much related to the game so it is correct. How is it ranking #1 for this term? Did it have "cooking" in it's description at one point? Is it because user reviews must mention the word cooking? Other thoughts? [link] [comments] |
3 Tips to Making Your Own Game Posted: 17 Jun 2019 11:22 AM PDT |
When you die on Fire Up 3D (finishing alpha test)! Posted: 17 Jun 2019 10:50 AM PDT |
How Media Molecule designed a fun and robust toolset for Dreams Posted: 17 Jun 2019 09:48 AM PDT |
How to hit a moving target in Unity Posted: 17 Jun 2019 09:40 AM PDT |
A deep dive of data from Cultist Simulator Mobile launch and current performance! Posted: 17 Jun 2019 09:27 AM PDT |
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