I've made 150 free Low-poly nature models you can use in any game! |
- I've made 150 free Low-poly nature models you can use in any game!
- Spent the last 4 months working on this project. Presenting Soccer Pinball! Looking for feedback.
- Some tips on how to NOT make a video game
- An open call to G2A: Stop selling indie titles on your platform
- What developers think of Xbox Game Pass | Eurogamer
- Game Design: Should the Enemy Deal Contact Damage?
- Giveaway: 2 Vouchers for 570 Survival Game Sounds on Unity Asset Store
- Alternatives to Nakama Server
- Free instrumentals made at home. Well produced and i can provide any files you’d like. Just enjoy seeing it go to use. (Indie/chillwave)
- Abnormal high CPI on Facebook?!
- In need of ideas
- SpriteKit users?
- Separating Axis Theorem - An attempt to explain a collision detection algorithm
- G2A vows to pay devs 10x the money proven to be lost on chargebacks
- I like everything about game developing, how to find a suitable job?
- So i quit my current paid project to create my own game. Here we go again
- How do some of you guys do stuff like being able to change the source code of an open source engine when you feel like it?
- How To Bake PBR Textures with Blender 2.8
- Muisc for your game
- It's intersting to see so many games tackling the AI moral conumdrum better than any other form of media by actively making you take part in the consequences.
- How To Create An Item System - Part 7 - Hotbar Logic
- Mobile 2D game engine
- Gamemaker or Unity?
- UE4 Archviz Raytrace | Bedroom | RTGI | Day and Night Level | RTX 2080ti
I've made 150 free Low-poly nature models you can use in any game! Posted: 05 Jul 2019 05:31 AM PDT Hey! As always, the packs are posted first on my twitter. Hope you like them and use them in any project! (If you use them send me screenshots! i'd love to see that) If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot! Here's my website if you want to check it out, the packs are there too Includes: *150 Nature models (FBX, OBJ and Blend formats) Past Weeks: License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated). If you have any questions or problems tell me, i also have my Twitter DMs open! I'll gladly help as soon as i can. If you want you can follow me on Twitter. [link] [comments] |
Spent the last 4 months working on this project. Presenting Soccer Pinball! Looking for feedback. Posted: 05 Jul 2019 10:47 AM PDT |
Some tips on how to NOT make a video game Posted: 04 Jul 2019 03:48 PM PDT Hi all! There are lots of amazing resources on this sub for creating games. But what if you want to avoid releasing a game at all costs? I have over 12 years of experience in "Wanting To Make A Game But Never Actually Finishing Or Releasing Anything", and would love to share my expertise. Disclaimer: everybody's experiences are unique, and this is just what's worked for me. Experiment and find your own path!
So in effect, the goal of #1 is to try and create "everything you ever wanted" until you either die from exhaustion, or get so frustrated that you never want to touch a game again. And the goal of #2 is to never create ANYTHING you want, making game development incredibly boring and unsatisfying. You can pair this with the "game engine cycle" tip as well: I've made Snake about 10 different times across 10 different languages / engines. However, both of these strats can be very dangerous. A lot of people who have tried either #1 or #2 end up making and releasing good games eventually. Really, I only offer them as final resorts if none of the previous tips have worked. They've both been pretty effective for me, but if you have any good strats of your own for this phase, please share them! Hopefully this has helped a bit. I just turned 30 and have been using these methods since around 2007, and have been successful in never actually finishing or releasing anything (despite the "itch" consistently hitting every 6 months or so). \s for this whole post, in case that wasn't super obvious! Hopefully this doesn't come off as discouraging, I honestly just thought it was kind of funny to look at myself and examine some of the reasons why I've failed to make a game, despite that persistent desire. By being a bit more self aware, maybe I'll manage to break that cycle eventually? Non sarcastic EDIT: just to clarify a few things on the first couple of points, because I realize there could be some misunderstanding. I'm not implying that you should quit your job to focus on games. That's the wrong decision for most people (although sometimes it does work out). I'm also not saying you shouldn't pursue a nice stable software engineering job. That's where I'm at right now, and it's actually pretty nice, despite my bit of hyperbole about being "soul sucking". The implication is just that if you're interested in software development and game development, start learning BOTH of them now. Learning to make games will make you a better software developer, and becoming a better software developer will make you better at gamedev. [link] [comments] |
An open call to G2A: Stop selling indie titles on your platform Posted: 05 Jul 2019 04:28 AM PDT |
What developers think of Xbox Game Pass | Eurogamer Posted: 05 Jul 2019 09:11 AM PDT |
Game Design: Should the Enemy Deal Contact Damage? Posted: 05 Jul 2019 11:16 AM PDT Hi, and thank you for reading this post! I'm a junior game designer still in college and I would like to ask to all game devs about their decision-making when trying to include a mechanic into the game. To be more specific, I want to know everyone's opinion on Enemy Contact Damage in a 2D platformer. For the longest time, most of the 2D platformers had included this as a feature, starting from the original Mario, and all the way to Hollow Knight and Dead Cells. For Mario, I've come up with a reason that most enemies in that game don't even have an attack animation, so to put a threat to the player, they just simply do contact damage. This saves time for the art team and makes coding the game easier. But now, we're in 2019 and more than ever, we have the choices to hand-pick mechanics from retro games or to create our own. Assuming a team of game dev doesn't have problems with resources and time, what are the other design considerations in adopting Enemy Contact Damage as a game mechanic? On a side note, I'm currently designing a 2D roguelike platformer with various abilities and enemy designs. So far, every lesson on my game design trip had led me to question every "standard" mechanics included in a certain genre. Which is why I want to question the purpose of this mechanic. Any help is appreciated, including some bits of advice on 2D game developments in general! [link] [comments] |
Giveaway: 2 Vouchers for 570 Survival Game Sounds on Unity Asset Store Posted: 05 Jul 2019 10:45 AM PDT |
Posted: 05 Jul 2019 09:29 AM PDT |
Posted: 05 Jul 2019 09:06 AM PDT |
Abnormal high CPI on Facebook?! Posted: 05 Jul 2019 02:26 AM PDT Hi everyone, It was going all good on Facebook when I gave some ads to do a little bit of user acquisition. Since last week, the CPI's have gone crazy. I had a CPI of 1.34 in USA, but now it is around 20 USD per install somehow. Have any of you guys encountered a problem like this? I didnt got a response from FB team either and I am pretty sure that it's not about the campaigns (I've tried it on different games too) Thanks! [link] [comments] |
Posted: 05 Jul 2019 12:03 PM PDT Hello everyone I'm a newbie in this subject but I want to make some kind of game with unity The problem is that I can't think of anything that's possible to create for a starter like me and still interesting. Do you guys have any advice on how to get better ideas? I would be happy for finished concepts/ideas. Thx in advance. :) [link] [comments] |
Posted: 05 Jul 2019 07:52 AM PDT Hi there! I was wondering if there are more game developers here using SpriteKit. I have been developing quite some games with it, and recently created a repository with some reusable components you might be interested to use as well, given you are using SpriteKit ofc. Well, I hope it can be of help to anyone, and let me know what you think about it! The name is MoreSpriteKit and you can find it here: https://github.com/sanderfrenken/MoreSpriteKit Among others it contains a multiline label with support for a typewriter effect, an label that will draw it's contents using particle emitters, utils to convert alphabetic characters to paths and much more! Would like to get in touch with more SpriteKit developers so feel free to contact if you like:) [link] [comments] |
Separating Axis Theorem - An attempt to explain a collision detection algorithm Posted: 05 Jul 2019 11:32 AM PDT |
G2A vows to pay devs 10x the money proven to be lost on chargebacks Posted: 05 Jul 2019 03:36 AM PDT |
I like everything about game developing, how to find a suitable job? Posted: 05 Jul 2019 10:46 AM PDT Hi, So, I like developing little games like FPS shooters and making them from scratch using e.g. OpenGL. And I like developing game engines(I'm working quite a big one right now) because they require a lot of thinking and they allow me to do a bit of everything, from memory management to 3d rendering to writing the actual game. Now, I have never had a programming job before, and I don't know what to look for. The most obvious thing ofc is to meet the requirements, but I'm lost after that since I don't really know what I want to do. I like writing a game, but tbh, I like memory management, 3D graphics engineering and object management more. But those 3 things are quite different, and from what I have seen, people mostly have a job in one thing, e.g. 3D rendering engineering or something. So I don't really know what to choose. So I have a few questions for the people that do have a job in something software/game related:
And I also have some general questions about programming(game related) job's:
Thanks! (Sorry if this i the wrong subreddit, this is the only one I could think of where it might fit) [link] [comments] |
So i quit my current paid project to create my own game. Here we go again Posted: 05 Jul 2019 06:21 AM PDT What do you think? Is it fun to play at all and worth to be continued? Please check out my game and leave your feedback: GAME and SURVEY [link] [comments] |
Posted: 05 Jul 2019 10:03 AM PDT Seriously, what does it take to get that level of skill? I studied C++ in my first semester of university and coded a lot in it in my free time. Made a small platformer with use of SDL. It's been 5 years. I've made android apps, websites, and have a job but still when I go to some open source game engine like Godot or Unreal Engine 4, I don't understand how people are able to work on it. How does someone contribute to Unreal Engine 4? Doesn't he/she have to understand the entire architecture of the app and how it's built then what are the available classes and then proceed to add/remove stuff? Just how can you just up and understand something like that? I'm not even talking mega geniuses like John Carmack who invented 3d techniques all by himself. But how does an average user get better at just building software like that? I'm slowly beginning to feel I can only follow tutorials and read the docs and correct what I did wrong but can never become smart enough to just create amazing things or even improve something big which I can't seem to understand. Should I just give up on trying to become better at this because things like graphics and 3d take mathematical geniuses? I'm just really frustrated with myself and am wondering if I'm good enough or will ever be to make the games I want to make. [link] [comments] |
How To Bake PBR Textures with Blender 2.8 Posted: 05 Jul 2019 09:50 AM PDT |
Posted: 05 Jul 2019 09:41 AM PDT Hey everyone my name is Josh, Im a music producer and wanted to reach out to this lovely community in regards to my music. With 8 years experience and a diploma in soundproduction (currently studying my advanced diploma) I can make my music fit any scene or scenario. With a reputable account on Fiverr producing all types of music for my clients I want to offer my services to what ive always wanted to be involved in and apart of. Check out my portfolio here, hope to hear from you soon. [link] [comments] |
Posted: 05 Jul 2019 05:47 AM PDT |
How To Create An Item System - Part 7 - Hotbar Logic Posted: 05 Jul 2019 09:11 AM PDT |
Posted: 05 Jul 2019 08:45 AM PDT Could you recommend a game engine for a mobile, casual, 2D game. Need something reasonably simple: sprites, animations, effects, sounds, etc., i.e., no need a "game studio". Programming language isn't an issue. Any "mainstream" one will be fine. In the past I used cocos2d and overall it was ok. Ideally I'd like to find something functionally equivalent to cocos2d but modern and with big and active community. [link] [comments] |
Posted: 05 Jul 2019 08:42 AM PDT Hey everybody, I've been planning a game with some friends for almost two years now. It's going to be a mostly story-driven sidescroller with 3D aspects in the backgrounds and possibly foreground. The sprites and textures are going to be pixelated, though I wouldn't call it 8-bit. The only problem I have right now is what sort of program to use. I know gamemaker better than unity, but I still know both programs pretty well. I don't have any sort of budget to use and I've heard you have to pay a pretty large amount of money to export games on gamemaker. Any advice? [link] [comments] |
UE4 Archviz Raytrace | Bedroom | RTGI | Day and Night Level | RTX 2080ti Posted: 05 Jul 2019 08:11 AM PDT |
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