• Breaking News

    Friday, July 5, 2019

    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!


    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


    Preview


    Includes:

    *150 Nature models (FBX, OBJ and Blend formats)

    Download


    Past Weeks:


    Animated Tanks

    Modular Dungeon

    Modular Trains

    Animated Alien

    Furniture

    Animated Women

    Animated Men

    Easy Enemies

    Buildings

    Animated Dinosaurs

    Car Pack

    Platformer Pack

    Animated Robot

    Farm Buildings

    Medieval Weapons

    Animated Monsters

    Posed Humans

    Animated Knight

    Farm Animals

    Sci fi guns

    Civilization Buildings

    Animated Fish

    Modular Street

    Ships

    Modular Dungeon

    Spaceships

    Animated Zombie

    Animated Woman

    Animated Man

    Furniture vol.2

    Buildings

    Animated Animals

    Medieval Assets

    Animated Guns

    RPG Assets

    Junk Food

    Nature textured vol.3

    Public Transport

    Airplanes

    Cars

    Nature

    Holiday pack

    Pirate pack

    Animated animals

    Furniture vol.2

    Snow Nature

    Bushes

    Clouds

    Spaceships

    Suburban Pack vol 2

    PowerUps

    Food

    Potions

    Desert

    Medieval Weapons

    Guns

    Space

    Furniture

    Cars

    Nature Vol.2

    Nature Vol.1

    Houses

    Trees


    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.

    submitted by /u/QuaterniusDev
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    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!

    • Become a programmer because you want to make games, but keep telling yourself "I want to get really good at programming first, and THEN I'll focus on making games". See, rather than using game making as a great exercise to improve your programming skills, you'll be setting these false barriers and unreachable goalposts for yourself that you have to overcome before you'll allow yourself to actually make games.
    • By the time you get even close to reaching that "good programmer" barrier, you'll likely be older, might have a family and less free time. You'll also likely be working a software engineering job that pays well but is super soul sucking. The "soul sucking programming job" part is pretty crucial. Remember how programming used to be fun? That's dangerous! You want to make sure you're burned out on it, so the thought of spending your own time outside of work writing more code makes you want to vomit.
    • When you start getting that "itch" to jump into game making again, STOP! Don't open that editor JUST yet. Instead, open up /r/gamedev and read a bunch of posts. Watch a bunch of GDC videos. Catch up on the latest arguments about ECS. Watch some programming streams. Maybe open up a Google Doc and start writing all your great ideas down. Write up a long and sarcastic post for /r/gamedev. Procrastination is so powerful. Do anything you can to prevent yourself from opening that editor and putting down lines of code. Doing this for a couple of weeks will help scratch that itch without actually risking making anything. Jackpot!
    • Start daydreaming and planning for success way before you've made anything. Think about what you'll do with those millions, how great it'll feel to be the new "indie success story", how awesome it'll be when you're mobbed at PAX by all the fans of your game. Now, while you're at the height of your daydreaming, bring yourself crashing back down into reality. Go look at the number of new releases on Steam. Read the heartbreaking post mortems from people who spent a half decade on a game that made $50. Realize the thousands and thousands of hours you would need to spend in order to make literally anything worth playing. Read the success stories that talk about how major success actually ends up being intensely stressful, and not some fairy tale. Be careful at this step, though: the reality shock may actually convince you to start by making something small and realistic in your spare time without expectations of success. We don't want that! Instead, we want to make sure we discourage ourselves so much that we wallow in self pity for awhile and then give up on it entirely! (...or at least until that next "itch" hits, probably 3-6 months down the line. See the above bullet for tips on how to handle that stage.)
    • If all of the above has failed, and you find yourself actually making something, start jumping between different technologies. Don't let yourself just commit to one engine or language, flaws and all. No, instead we want to try to find the elusive "perfect" way to make our game. Go from Unreal, to Godot, to Unity, then back to Godot but with C# this time, then try to make your own engine with Monogame, then C++, then Go, then just start waiting for Jonathan Blow to save game development forever when he releases Jai. You can add other engines and languages into the cycle as well (the more the better!), and you'll probably repeat the whole thing a few times. Just make sure you wait long enough between cycles that you forget almost everything you learned, and anything you do remember will have changed with the latest version. Analysis paralysis is your ally here.
    • If even the last tip has failed and you find yourself making something, I have found that there are two decent paths to prevent yourself from ever actually releasing anything:
    1. The first is a classic: wanting to create an incredibly overambitious game all by yourself with no prior experience. The more ambitious the better! Just be warned that this CAN backfire in certain rare situations: some game devs have made incredible stuff by painfully persisting when they bit off way more than they could chew. In those rare situations, an ambitious person might be able to push through all the obstacles we've put in our way with the bullets above in order to make their dream game. The final product will likely be much much smaller in scope than what they initially dreamed, but somehow they got it done because of the excitement their grandiose game gave them. Or they might give up after a year once they've realized their mistake, but they'll have gained great insight and experience into the process. This could lead them to making something realistic and reasonable next time. BAD!
    2. The second involves telling yourself that before you can make something good of your OWN you need to make clones of a half dozen or so classics first. Pac-Man, Pitfall, Mario, Breakout, Tetris, Snake, etc, etc. On top of that, make sure you tell yourself that you need to repeat this exercise every time you learn a new engine or language. And don't ever try to put your own interesting spin on the idea. The goal here is to just bore yourself so bad you end up quitting again (at which point you can pick back up at any of the other bullet points). EDIT: just to be a bit more clear on this point. Making those clones especially when learning to program can actually be a powerful way to lead you down the path of making a game. The main trick is to bore yourself enough by this step to suck out that initial motivation.

    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.

    submitted by /u/Plasmubik
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    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!

    submitted by /u/FFaUniHan
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    Giveaway: 2 Vouchers for 570 Survival Game Sounds on Unity Asset Store

    Posted: 05 Jul 2019 10:45 AM PDT

    Alternatives to Nakama Server

    Posted: 05 Jul 2019 09:29 AM PDT

    Are there any good game servers like nakama out there?

    submitted by /u/sorencoder
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    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)

    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!

    submitted by /u/kucuke
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    In need of ideas

    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. :)

    submitted by /u/Hegmar08
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    SpriteKit users?

    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:)

    submitted by /u/sanderfrenken
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    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:

    1. Did you have one clear thing in mind you wanted to do, like 3D graphics software?
    2. How did you pick your first programming job, what did you look out for?
    3. If you have had multiple job's already, what made you quit the previous ones?

    And I also have some general questions about programming(game related) job's:

    1. How do you pick what you want to do, how do you find out?
    2. This is a broad question, but how does a job in programming work? Like are there multiple types and you do one thing, or are there jobs where you sometimes work on rendering, and sometimes work on object managment.
    3. And do you have any general tips that could help me?

    Thanks!

    (Sorry if this i the wrong subreddit, this is the only one I could think of where it might fit)

    submitted by /u/timl132
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    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

    Gameplay screenshot

    submitted by /u/wmadwand
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    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?

    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.

    submitted by /u/_asksillyquestions
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    How To Bake PBR Textures with Blender 2.8

    Posted: 05 Jul 2019 09:50 AM PDT

    Muisc for your game

    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.

    https://soundcloud.com/joshbaksounds

    submitted by /u/Josh_Bak
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    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.

    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

    Mobile 2D game engine

    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.

    submitted by /u/giant-torque
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    Gamemaker or Unity?

    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?

    submitted by /u/TheGrantster101
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    UE4 Archviz Raytrace | Bedroom | RTGI | Day and Night Level | RTX 2080ti

    Posted: 05 Jul 2019 08:11 AM PDT

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