• Breaking News

    Wednesday, June 12, 2019

    Making game assets as a programmer using Unity's Sprite Shapes

    Making game assets as a programmer using Unity's Sprite Shapes


    Making game assets as a programmer using Unity's Sprite Shapes

    Posted: 11 Jun 2019 09:45 PM PDT

    I've composed the full score for 7 games now and none of them made it to release. Seeking advice.

    Posted: 11 Jun 2019 01:48 PM PDT

    I'll keep this brief. I started my career in tv but moved to scoring commercials to make a living. I do very well for myself but my heart has always been in games so I try to score on the side , even if it doesn't pay.

    The obvious hope is that one of the projects makes it to Steam or maybe the Switch eshop. People hear the music. They like it. I get hired again. And so off we go. It worked for me in tv. It worked in commercials.

    And yet, the video game industry is fickle. I've fully scored 7 games (forgive me for being desperate to share but here are some abbreviated 60-second cuts from things I've done) and no one ever got to hear any of the music because the games were never released.

    I don't mind doing free work with the hopes of eventually turning into a steady gig, but this has been so soul-crushing. So much music that no one ever heard.

    What do you recommend to a composer who is desperate to get on projects that, at minimum, see release? What questions do I need to ask? What agencies or music supervisors or game developer forums should I stalk? Anything you guys can throw at me would be helpful. Thanks.

    EDIT: slight clarification -- I'm not so concerned about placing all of this unused music. Rather, it's about finding a game to score that actually gets released so I can begin to build a reel! If a track here and there get placed, that's nice financially but it doesn't help my reel much unless I really contribute to an original score.

    submitted by /u/iWriteYourMusic
    [link] [comments]

    The economics of making indie games are wack | Grey Alien Games on Patreon

    Posted: 12 Jun 2019 05:43 AM PDT

    Current shader program + state engine works for dynamic climate mechanic [solo dev C++ engine]

    Posted: 12 Jun 2019 10:24 AM PDT

    Released code of nCine, a free and open-source multi-platform 2D game engine written in C++11

    Posted: 12 Jun 2019 07:35 AM PDT

    Poll results: What's your involvement in the Gamedev industry? 41% said hobbyist, 36% said full-time (64 responses)

    Posted: 12 Jun 2019 07:50 AM PDT

    How is that now? (We gonna fix the hair soon, don't worry))

    Posted: 12 Jun 2019 11:54 AM PDT

    WIP Wednesday #120 - I can't think of any more titles

    Posted: 12 Jun 2019 05:54 AM PDT

    What is WIP Wednesday?

    Share your work-in-progress (WIP) prototype, feature, art, model or work-in-progress game here and get early feedback from, and give early feedback to, other game developers.

    RULES

    • Do promote good feedback and interesting posts, and upvote those who posted it! Also, don't forget to thank the people who took some of their time to write some feedback or encouraging words for you, even if you don't agree with what they said.
    • Do state what kind of feedback you want. We realise this may be hard, but please be as specific as possible so we can help each other best.
    • Do leave feedback to at least 2 other posts. It should be common courtesy, but just for the record: If you post your work and want feedback, give feedback to other people as well.
    • Do NOT post your completed work. This is for work-in-progress only, we want to support each other in early phases (It doesn't have to be pretty!).
    • Do NOT try to promote your game to game devs here, we are not your audience. You may include links to your game's website, social media or devblog for those who are interested, but don't push it; this is not for marketing purposes.

    Remember to use #WIPWednesday on social media for additional feedback and exposure!

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.

    All Previous WIP Wednesdays

    submitted by /u/purebotg
    [link] [comments]

    I noticed recently that not a lot of phone games use haptics / vibration during game play at all, why is this?

    Posted: 12 Jun 2019 08:50 AM PDT

    A friend and I were talking about implementing haptic feedback for various events in an app we're making, and I realized that almost no phone games I play have vibration at all. Is there a reason for this or should we implement it anyway?

    submitted by /u/doominabox1
    [link] [comments]

    I used Screen Depth shader to render those impact areas, and it looks like it fits this job perfectly

    Posted: 12 Jun 2019 11:25 AM PDT

    Interesting game design tid-bit I found while making my game

    Posted: 12 Jun 2019 12:23 AM PDT

    So what happens in my game, if you kill an enemy there is a nice boop sound which gets higher and higher pitch during your kill combo.

    Originally the boops only went up 8 times. I decided that wasnt enough so I added 25 (which is basically more kills than is even possible in game). So I was like yeah! Now it boops forever!

    I thought that if you have more boops, the player will feel really good about getting to a higher pitch boop but something felt so off about it.

    What I found was when I lowered it to an accomplishable 15 boops I realized.. shit.. reaching the end of the boops IS the accomplishment. NOT reaching a specific high note/pitch that the player likely won't remember.

    Being able to reach the end of the boops is easily defineable by the player and increasing boops to 15 from 8 turns it into a challenge to reach the end rather than never actually see the end or seeing the end too quickly to feel good about it.

    Hope this is interesting to people and not super obvious...

    Trailer for the game here

    submitted by /u/starblinky
    [link] [comments]

    For devs that signed up with a publisher: how long did the process take?

    Posted: 12 Jun 2019 03:33 AM PDT

    A bit of background:

    My bro and I decided to bootstrap an indie game dev studio. We are self-funding our first game (keeping my day job FTW!), but we acknowledge that we probably don't have the marketing chops to properly introduce it to the world.

    Many indie devs go the self-publishing route, which is totally fine. More power to you guys! We, on the other hand, are trying to not bite off more than we can chew, and completing a game is already challenging enough.

    This is why the idea of contacting a publisher sounds very appealing to us.

    More specifically, I'm interested in the time it took you between reaching out and getting your game published, especially if you reached out with a more or less finished game.

    I imagine that there's a lot of back and forth communication with the publisher (or publishers) you are trying to sign up with. If that typically amounts to months instead of weeks, we might have to adjust our strategy a bit...

    So, if you have any experience with getting your game published, your advice would be greatly appreciated!

    submitted by /u/itsmotherandapig
    [link] [comments]

    What engine would work best for my 2D game?

    Posted: 12 Jun 2019 09:11 AM PDT

    I'm starting work on a 2D single player top-down RPG soon, which will ideally include a lot of branching storylines, a karma and reputation system, and unique dialogue options depending on the how a player goes through the game. There's more, but the point I want to stress is that I'm hoping for a very thorough role-playing experience. The engines I've been looking at are Unity, GameMaker, and Godot. Which of these would you all recommend for what I'm going for? Or is there a better option I haven't come across yet? Anything helps!

    submitted by /u/JadeyBee777
    [link] [comments]

    BioStories - Indie Game about the Environment - Chapter 1 about Rhino Poaching - Unreal Dev Grant Recipient

    Posted: 12 Jun 2019 06:46 AM PDT

    Hello everyone!

    https://reddit.com/link/bzrfbl/video/mxd2aryxix331/player

    I'm a game designer working on an educational video game called BioStories (check out our Facebook page here!). This project started at the demand of the Secretariat of the Convention on Biological Secretariat (SCBD) in Montreal, which is a branch of the United Nations Environment Program (UNEP).

    Our goal is to raise awareness around key biodiversity issues, especially among children and teenagers.

    The game will be divided into separate chapters, each set in a different region of the world and tackling a different challenge. Chapter 1 is about the rhino poaching crisis that Africa is going through.

    Players will play as a newly arrived ranger and will go through a series of missions where they will have to investigate crime scenes. Each mission is based off real-life cases to be as instructive as possible.

    We were recently awarded an Unreal Dev Grant which allowed us to resume development. We will be coming up with a new trailer and demo very soon, and the art style greatly improved as well!

    What do you think about this type of game to engage the youth?

    We're trying to build a community around this project and would love to hear your feedback!

    Thanks for reading :)

    submitted by /u/MrGoox
    [link] [comments]

    Free source code for a simple JSON-based save/load character data server (SQL)

    Posted: 12 Jun 2019 12:23 PM PDT

    How long could this take?

    Posted: 12 Jun 2019 12:11 PM PDT

    So my team and I are trying to figure out how much we're going to need to work in the next few weeks to get a demo ready for our game. We would prefer the demo (the first part of the game) to be about 20 minutes long, but we don't know our target date. It's three people in unreal, semi experienced due to working on the tech demo (which helped a lot). We are fully sure what will take place since we're planning it as I type this, and we're buttoning up the tech demo, but we're going to have a cutscene where the character is watching tv, and then can walk around the house a bit to go outside and go to work. There will be another cutscene then, and it'll be quite a long one. After that, there will be a section of the game where you're flying a plane and need to do a timed choice into another cutscene. That may either be the end or we'll go on a little more with some more cutscenes with choices and times choices (This is a controllable movie basically). We would like to try and get it out nearly finished by July 16th but don't know if that's a graspable date. If we all work 8 hour days at least 4 days a week, could we make it?

    Thanks for anyone who helps us out!

    submitted by /u/Roberty_Rob
    [link] [comments]

    New Turret Power-Up In Action

    Posted: 11 Jun 2019 11:54 PM PDT

    Looking for technologies to use for desktop multiplayer in unity3d

    Posted: 12 Jun 2019 11:35 AM PDT

    Going to start working on a small side project and am trying to get a better understanding of what multiplayer technologies to use for a royale type of game.

    I've used Photon before for a 2D mobile game, and that was ok. Lots of path prediction had to be done.

    submitted by /u/netseclearning
    [link] [comments]

    Looking for a video game sound/music collaboration

    Posted: 12 Jun 2019 11:32 AM PDT

    We're a group of students currently studying a video game development master's in Barcelona.

    We are working on a game set in a crazy supermarket. The game is about an employee who has an accident at the warehouse, when he wakes up everything has gone mad. The final objective is to get out using different powers and weapons.

    We're looking for someone interested in making music, something similar to Ratchet & Clank's music would be awesome.

    As this is a student project there would be no money involved, and I won't insult you saying we pay in "exposure" or anything like that. We'd make sure to include you in the credits and every social media post, and hopefully we would all have a good time and learn something along the way.

    For the integration with our code we use Fmod.

    Here is the link to our second stage of the project (out of 4 stages), feel free to check it out!

    https://youtu.be/woNXog3nxTQ

    If you are interested let me know!

    submitted by /u/Korn0zz
    [link] [comments]

    Tropical Island Scene Breakdown

    Posted: 12 Jun 2019 11:15 AM PDT

    I'm making a fighting game any thing to avoid?

    Posted: 12 Jun 2019 11:09 AM PDT

    So I'm making a fighting game with loads of characters and settings are there any things I shouldn't do or tips? This would be of great help

    submitted by /u/TenaciousHoracio
    [link] [comments]

    What are some good sources to research when it comes to making fighting games (Either unity or UE4)

    Posted: 12 Jun 2019 11:04 AM PDT

    Hey I want to begin creating a fighting game and was wondering if anyone knew any good sources I could study to make it possible.

    submitted by /u/Regis_Reggie
    [link] [comments]

    Question for outsourcers

    Posted: 12 Jun 2019 10:43 AM PDT

    When outsourcing work, how do you ensure your 3D assets are:

    - Secure.

    - Not being re-used.

    - Not being leaked.

    Would you consider the security of 3D assets an industry problem?

    I'm doing some research for a start up that specializes in protecting 3D assets - any feedback would be greatly appreciated.

    submitted by /u/fswalesy
    [link] [comments]

    Steamworks announcement: New asset types for the Steam Library

    Posted: 11 Jun 2019 06:48 PM PDT

    No comments:

    Post a Comment