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    Tuesday, July 16, 2019

    Here's my last Royalty Free Music. It's a lo-fi Hip-Hop / Lounge instrumental and it's free to download ! Feel free to use it in your creations !

    Here's my last Royalty Free Music. It's a lo-fi Hip-Hop / Lounge instrumental and it's free to download ! Feel free to use it in your creations !


    Here's my last Royalty Free Music. It's a lo-fi Hip-Hop / Lounge instrumental and it's free to download ! Feel free to use it in your creations !

    Posted: 16 Jul 2019 06:27 AM PDT

    Looking for videos of how professional studios run

    Posted: 16 Jul 2019 07:40 AM PDT

    I'm an aspiring game dev and was looking for "day in the life" style videos of a professional games developer but they all seem to be indie devs say at home. Is there anything like this at all?

    Some videos show the manager going round and making everyone look at the camera but I was hoping for a more insightful account of the daily workload etc.

    THANKS!

    submitted by /u/spencerdeane
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    3D Geometry Best Practices for Artists

    Posted: 16 Jul 2019 02:39 AM PDT

    Blender 2.8, Substance Painter & Unity texturing tutorial

    Posted: 16 Jul 2019 08:09 AM PDT

    1,500 Slot Machines Walk into a Bar: Adventures in Quantity Over Quality - A unique look into an automated game maker whose games were downloaded over 1.6 million times!

    Posted: 16 Jul 2019 11:18 AM PDT

    First time in my life recording real singer for our sandbox project, everythings coming along nicely so far

    Posted: 16 Jul 2019 10:13 AM PDT

    Is a visual game editor enough to create a commercial mobile game?

    Posted: 16 Jul 2019 11:05 AM PDT

    Hi, I consider myself a visual person so I find it way easier to create games in visual editors such as Construct 2. Currently I'm working on a casual game and I want to release it as a solo-dev in the App Store and Google Play. I'm developing it on Construct 2 R265 (latest version). Since I have almost none experience with ad networks I'm wondering if it is possible to create a profitable mobile game with this specific editor. Can I add fullscreen ads, video ads, IAPs AND rewarded videos using this game engine? Do anyone here develop games with this engine and make a profit from them? I would appreciate some guidance.

    submitted by /u/jpmdodv
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    The (Not So) Tragic Decline of Instruction Booklets

    Posted: 16 Jul 2019 06:19 AM PDT

    Hi r/gamedev!

    My colleague wrote a blog post on instruction booklets and how they can hardly be found in games anymore. I thought some of you might be interested in this.

    What do you think about instruction booklets? Do you miss them? Are they still needed nowadays? Let me know your thoughts.

    📌 https://coatsink.com/blog/tragic-decline-of-instruction-booklets

    submitted by /u/Sefraca
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    How do you process rendering, physics, AI and game logic concurrently if they all affect each other?

    Posted: 16 Jul 2019 10:39 AM PDT

    I've been wondering how to do this for a while and there doesn't seem to be a sensible way.

    For instance, the game logic can affect physics in the same frame by changing accelerations or teleporting objects, etc.

    If you process physics and game logic concurrently, you would end up modifying the transforms of game objects in a race condition.

    The AI can affect game logic and game logic can affect the AI.

    Physics collisions can affect the state of game objects.

    Rendering requires you to finish any changes of the game objects before you can pass a full list of stuff to render to the renderer.

    If you concurrently try to render while the game logic is adding/removing game objects and changing their materials, transforms and so on, you would either render incorrectly or end up crashing the program.

    The only other way I see to do this would be to process different frames, by keeping duplicates of the game state for each frame:

    1. The game logic processes the current frame N
    2. The physics step processes frame N - 1
    3. The render step processes frame N - 2

    The physics data always has a fully finished and processed frame that the game logic won't touch anymore.
    The renderer always has a fully finished and processed frame to get game object data from, for rendering, that neither the physics of gameplay steps will touch anymore.

    This will utterly kill cache performance tho, it would mean duplicating massive amounts of data.

    I'm not sure what else can be done, is this the only way?

    It gets even more confusing if you want to make a single step concurrent - if you try to split the gameplay step into multiple threads, you have no way to predict if one game object being processed on one thread would instantly affect the state of another game object on another thread.

    With the physics engine, maybe you could split stuff into groups that you are sure won't interact with each other after the broad phase, maybe dividing them in a quadtree and having an additional step for the objects that span several quadrants or something.

    With the renderer at least it's easier with command lists and multi-threaded rendering.

    submitted by /u/get_to_the_choppahh
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    "Faking" art with photograph manipulation?

    Posted: 16 Jul 2019 10:20 AM PDT

    I've been interested in developing my own Visual Novel for a bit now, but sadly I lack one of the key talents necessary which is art skills, nor do I know an artist or have the funds to commission one for the amount of art I would need. I know several VN Devs use 3D character makers (particularly the Illusion ones like Honey Select) but I'd rather go for more of a 2D look.

    The idea I had was something that looks a bit like the film A Scanner Darkly where live-action was processed through a filter and other techniques to create a cel-shaded look. I'm not necessarily looking to recreate this technique but I would be open to even doing something like line tracing and the like.

    Basically I want to use real images of people and manipulate them to turn into artistic renditions. I don't want them to necessarily look identical to the source, I want them to be unique enough that they don't appear obviously lifted but since I have limited art skills I am looking at ways I can fake this by using photo editing and manipulation techniques.

    So what I am curious about is if there's a good set of resources, tutorials, and/or general tips/advice in regards to using actual pictures as art templates and how to turn them into digital art if you lack actual art talent?

    submitted by /u/sbourwest
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    Aesthetic Endless World

    Posted: 16 Jul 2019 10:15 AM PDT

    Amiibo Supported Indie Game?

    Posted: 16 Jul 2019 11:47 AM PDT

    Does anyone know if Amiibo support can be done in an indie game like a guideline or anything of the sort? Is there a general admission or anything of the sort?

    submitted by /u/Plebian_Donkey_Konga
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    Survey for 3D Character Artists

    Posted: 16 Jul 2019 11:34 AM PDT

    Hello everyone!

    For my master thesis I'm in need of some help. I'm researching the usage of certain software by 3D character artists for different art-styles. If you're a 3D character artist, could you please fill out my survey? It won't take longer than 10 minutes and I'd really appreciate it!

    https://forms.gle/NHFte5fnK3QmnzCw6

    submitted by /u/Deydranos
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    Made this music thinking in a happy RPG soundtrack.... So if anyone want to use it, it's royalty free haha, or if you have any independent project and in need of music development.

    Posted: 16 Jul 2019 10:48 AM PDT

    Programming HELP V2!

    Posted: 16 Jul 2019 10:18 AM PDT

    Good afternoon reddit friends! My first question how do programmers research and how do they figure stuff out? For an example let's say you dont know how to render a game window what would you do to figure how to solve that problem?

    submitted by /u/ChristianPrices
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    How did you start your career? Or what do you recommend looking backwards?

    Posted: 16 Jul 2019 10:09 AM PDT

    I had a passion for gaming since I was born as a millennial, and later on a passion for programming and making small, not really fun games which I'm obviously over proud of.
    So I decided to make my hobby a career.
    How do you recommend doing so? Is learning by myself enough if I can get a nice works portfolio? Or should I go study a bachelor in game development?

    Even though I know its tough and unrealistic, not even in the very far future, my dream is opening my own indie studio, and maybe even try and take part evolving some open source games into the modern standard.

    submitted by /u/Phoder1
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    Almost There: The Platformer | First Bangladeshi Console Game

    Posted: 15 Jul 2019 11:04 PM PDT

    Hello everyone,

    I am a solo indie game developer from Bangladesh. Recently I have released a game called "Almost There: The Platformer" on steam, ps4, xbox1, switch, iOS & android. This is the first console game from our country. It is a minimalist hardcore platformer where you only goal is to go from point A to Point B while avoiding deadly obstacles that comes in your way. Needless to say it's easier said than done. Just watch the trailer :P

    Please feel free to ask me any question, if you have any. Almost There is a premium game on all platform except on Android. On Google Play Store it's free to play. So you can check it out there.

    Website: http://durdanto.studio/almost-there-the-platformer/

    Almost There: The Platformer Trailer

    submitted by /u/BonyYousuf
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    FOSS XR Conference - 26 October 2019 - Amsterdam - Call for participation!

    Posted: 16 Jul 2019 09:58 AM PDT

    First time presenting my game at an event! What will I need to make my stall interesting?

    Posted: 15 Jul 2019 10:02 PM PDT

    I'm finally getting deeper into advertising my game by showing it at Gammacon! This is a really exciting (and nerve-wracking) experience! I'd like to make it the best I can given my resources, but I'm not sure where to start!

    The convention center is going to provide:

    • Power
    • A folding table
    • One of those movable walls that you can pin things to

    So I've organized transport and a friend to help me run things, I've had all my power cords tested and tagged for safety, and made a demo build of my (completed) game. I'm not allowed to sell the game at the convention, but I can advertise it however I like.

    All I need to do now is try to make the actual display interesting for people at the convention. The trouble is, I'm a little lost on that right now! My ideas so far are:

    • An eye-catching poster of some sort pinned to that movable wall
    • Business cards (boring, I know, but I need to direct people to where I'm selling the game/social media for my game dev somehow)
    • A raffle draw for ~5 free keys for the game (1 key per winner).

    Is there anything that I'm not thinking of? What would you expect from a 1-person indie dev team at a convention like this?

    submitted by /u/laurenking22
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    Tuesday means it's time for another DEATH STREAM! Today I'm gonna be making either a space taxi or an asteroid belt. Not sure yet, maybe you wanna help me decide. Starting in 1 hour.

    Posted: 16 Jul 2019 12:00 PM PDT

    AI for a 2 vs 2 multiplayer cardgame (52 classic deck)

    Posted: 16 Jul 2019 07:54 AM PDT

    Hi devs! I'm a cardgame developer and been running a 2 vs 2 cardgame crossplatform (ios and android) for 2 years now.

    Game can be called Pidro.

    I have written a AI that works "a little". But okay is not enough for me to use as a takeover in-game if a player disconnects or ragequit. Right now Players need to wait until a new player jumps in and help out finish the game. This can take time and is frustrating for the other players.

    i have saved millions of played hands so I have data and wish to somehow use this as machine learning but I have no idea where to start and how algorithms are written. The game is very interesting and require skills and luck ofcourse and as it is played with a partner the game is always different due to risk, experience and playstyle. Easy to learn but hard to master.

    Anyway, recommendation on where to start, guides, tutorials would be of great help.
    Here are basic rules for understanding the game and variations.
    https://www.pagat.com/allfours/pedro.html

    Thx!

    submitted by /u/endeavour80
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    MaKiNg A gAmE iS eAsY

    Posted: 16 Jul 2019 11:33 AM PDT

    Apollo Visualizer Kit is out!

    Posted: 16 Jul 2019 11:11 AM PDT

    Hello there everyone! I'm proud to announce that my first Unity3D plugin is now out in Beta!.

    Apollo Visualizer Kit is a unity tool that will let you build music visualizations without coding. You can change scale, rotation, position or even controlling particles emission with the 7 built in modifiers or follow the manual and create your own.

    You can buy the plugin for 10 dollars on Itch.io and soon on the Unity Asset Store.
    https://kichex.itch.io/apollovisualizer

    submitted by /u/chichex
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    Do you all consider Media Molecule's Dreams a real game engine? The 'game' has single handedly gotten me into game development, and I think it's incredibly robust for an early access product.

    Posted: 16 Jul 2019 11:07 AM PDT

    I've already made a number of games and experiences in dreams, and am slowly learning the basics of game design. A lot of the games in the dreamiverse so far are absolutely amazing and complex, and I'm sure there are many similar stories about this game getting people into development.

    Of course there is not only a learning curve for the toolset, but game design in general. So if anyone has beginners guide suggestions please send them my way.

    Here's a link to the tutorial level for a game I'm working on at the moment, just to give you a sense of what is possible https://youtu.be/Ev3DNGn7v5c. Would also appreciate feedback on this, or if anyone could point me towards people who would be willing to give feedback.

    submitted by /u/MCalchemist
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