Someone plagiarised my game and released a malware infected version |
- Someone plagiarised my game and released a malware infected version
- Tiles to Curves: Fun With Voronoi Graphs (part 1)
- Steam Blog :: Introducing Steam Labs
- Steam Blog - Introducing the Interactive Recommender
- Welcome Stadia developers!
- I think I've bitten off more than I can chew - how do I decide if I should jump ship?
- New Devlog about Image effects Shader (Link in Description)
- Want a song in your game? I'm a hobby music producer looking for a small project
- Ps4 controller inputs
- Polygon(cube, triangle, etc) game assets and effect related? How should I create them?
- Has anyone paid an Influencer to cover their game before? Looking for advice
- Somebody uploaded my app to his website claiming its his own app. Can you guys suggest me an effective law text that I can send to him to remove my app?
- Turn Based Combat Framework Interest?
- Aspiring indie dev. Just released my newest project.
- How much would server infrastructure cost per month for a very simple MMO?
- A Developer's Thought Dump == The Legend of the "Nearly Complete" Game ==
- City building game is still relevant in 2019? (web browser)
- Rocket Shipment: My experience so far programming a game from scratch
- Tankery - A WIP proof of concept/prototype I made in processing
- Are there any Discords/Subreddits/Whatevers/ specifically catering to solo devs? A place where we may commiserate together? ^_^
- Mental Break. Advice?
- My first game directing a team was a nightmare. And that's okay!
Someone plagiarised my game and released a malware infected version Posted: 11 Jul 2019 09:20 AM PDT I recently released a game on the Game Jolt platform. It appears that another user has plagiarised all my screenshots and other material and released an altered version of my official upload. I'm very concerned about quality control and the safety of my users. The archive they repackaged is slightly larger than the official version yet uses a better compression method. Here is a virus scan of their file upload (at VirusTotal), it appears highly suspicious: Apparently they only bothered with the Windows release, probably because it's the largest target. Here are the (SHA1) checksums for my official releases:
I've already contacted Game Jolt support and I'm waiting to hear back from them. Any extra advice would be greatly appreciated. NOTE: I intentionally omitted the plagiarised page. I'm not sure if it's wise to post a link to potentially harmful software. EDIT: I should also mention, as it might be pertinent, that I am a US resident and the plagiarist may reside in another country not subject to US laws. [link] [comments] |
Tiles to Curves: Fun With Voronoi Graphs (part 1) Posted: 10 Jul 2019 09:57 PM PDT |
Steam Blog :: Introducing Steam Labs Posted: 11 Jul 2019 10:46 AM PDT |
Steam Blog - Introducing the Interactive Recommender Posted: 11 Jul 2019 10:40 AM PDT |
Posted: 11 Jul 2019 11:06 AM PDT |
I think I've bitten off more than I can chew - how do I decide if I should jump ship? Posted: 11 Jul 2019 07:07 AM PDT I started developing a game in Unreal Engine 4 about a year ago as a hobby (it's actually my 3rd attempt at the same project). I spent some time setting up the characters, controls, basic interface and implementing AI. The majority of the time I have spent in developing a dynamic parameter-driven ability system that would allow content creators to quickly generate abilities (effectively spells). I have been using DotA 2's abilities as a baseline - this system should be able to quickly re-create any ability seen in DotA 2. There are some limitations and it's still a bit buggy but I'm happy with how it's turning out. I have a group of (irl) friends I play games with and they've all expressed interest in game development. But I can't seem to strike up any enthusiasm for helping me develop. I get the same answer every time: "I work all day and when I get home I just want to zone out, not do more work". I understand I guess but for me game development isn't work, it's fun. I had really hoped that once I got the project to a good starting point that people would say "Oh, you've already done a lot! We can work together to finish it!". Wishful thinking. I did manage to get one friend to help.. kind of. He's new to the engine and we set up times twice a week to work on stuff. I kinda figured these times would be me "training" him in the engine and all the stuff I've done and eventually he'd be able to go off on his own. But instead, it's turned into him developing by himself for a couple hours a week. After a couple months he's made extremely little progress. Overall .. I'm coming to the realization that I don't have the resources to complete this game. But I don't trust outside developers .. and I don't want to just pack the game full of marketplace assets. So I guess my question is: at what point do I give up? There's still so much work to be done on this and I'm really the only developer. I can spend up to 4 hours every weeknight working on stuff and still the progress is tediously slow. Solo developing a 3D game might go much smoother for a veteran but a lot of this is new territory for me. Not to mention I spend a quarter of my time dealing with some of the weird stuff UE4 does. Every time I load my project it seems it had trouble loading something and I need to go in and manually fix something that worked fine before. I enjoy UE4 but I can't help but feel that the engine is so bloated with stuff going on "under the hood" that it becomes tedious to debug when something doesn't work. It's like a black box you pass information into and just hope it comes out right on the other end. Right now I'm thinking of getting the game to a point of "proof of concept". Get the abilities implemented, a basic level setup with placeholder assets, get combat and loot working and polish up the UI a little bit. Then re-evaluate. At the very least, I'll have something I could actually show off as "Something I worked on for a while but would have taken more resources than I had available to develop it into a complete game". Then move on to something 2D. Something a solo developer might be able to make more real progress with. I don't know. I'm getting discouraged. [link] [comments] |
New Devlog about Image effects Shader (Link in Description) Posted: 11 Jul 2019 01:33 AM PDT |
Want a song in your game? I'm a hobby music producer looking for a small project Posted: 11 Jul 2019 10:59 AM PDT Title says it all. I'm still learning and not the best, but I see it as having a fun collab. If you're interested, feel free to let me know. Some of my work is here https://open.spotify.com/artist/5expO6lyv6FMf45kN03a4x?si=rcYHUOkTTTmBzc-cx_wV6w Mostly focus on ambient/electronic/idm [link] [comments] |
Posted: 11 Jul 2019 08:34 AM PDT Hi, I'm trying to build a Ps4 controller that has separate left and right dpad buttons. I want the controller to be able to send both the left and right inputs at the same time when both buttons are pressed at the same time. I've opened a few controllers and most of them only let one input through or they let neither input through when pressed at the same time. If I set different buttons to left and right in the accessibility menu and then press them both at the same time, I get both the left and right inputs. Also, if you press one direction on the dpad and the other direction on the analog you will get both inputs. Is there a way I could build a controller that will send both inputs at the same time without the player having to use the accessibility menu. Also I don't want to use the analog input as one of the inputs. Anyone know how I could do this? [link] [comments] |
Polygon(cube, triangle, etc) game assets and effect related? How should I create them? Posted: 11 Jul 2019 09:01 AM PDT Hi, this might sound stupid. I'm fairly new to game dev and was trying to create a top down bullet hell on my own as my first big project. I want to have game character and enemies mainly made of different polygons. How should I go about making them? (Sound silly I know, maybe I could have just go to photoshop and draw them). I really want them to have that nice, matte-looking, cartoony material like this game I saw in Ludum Dare here: https://alphonsus.itch.io/pong-knights Also, if you could give some advice on the death effect where the polygon explodes into smaller pieces I would really appreciate. Thank you!!!!!!!! PS: I mainly use Unity for all of my learning and crafting. [link] [comments] |
Has anyone paid an Influencer to cover their game before? Looking for advice Posted: 11 Jul 2019 05:25 AM PDT I have an opportunity for a YouTuber with an enormous following (more than 20m) to create a gameplay video of our game, but the fee they're asking for is pretty hefty (as you'd expect). I obviously can't drop names or fees involved but hopefully you get the picture. Anyway, have any of you on here done anything like this before? If so, is there any advice you can give me, or results you can share (even vague) as a result of doing so? Cheers, Ben [link] [comments] |
Posted: 11 Jul 2019 09:03 AM PDT Hi, Basically title, I made my first app, I'm making revenue with it. Somebody uploaded it to his own site with changed admob ad ids, which means he is making a revenue with my work to himself. I would need a text/message which has all the official law stuff. I don't know anything of this things. I'm just a dev. I don't want a lawsuit, I just want to ask him to remove it with all the necesserly law stuff. What should I exactly write to him? My app is not open-source, but I have Terms and Conditions which claims that my app is belongs to me and only me and cannot be modified or re-uploaded in any way yada yada. However, the Terms and Conditions not visible in the app but I have put it inside my code to several places. Thanks in advance [link] [comments] |
Turn Based Combat Framework Interest? Posted: 11 Jul 2019 11:14 AM PDT Hello! For my dissertation I decided to make a turn based combat framework. It included systems for: Drop tables, Multiple Spell Types, Custom animations for different characters, multiple hero and enemy number supports, armour and weapon equipping, inventory and item usage and more. It is designed to fit seamlessly into existing unity RPG games using scriptable objects. My question is, i know that turn based combat games are going out of fashion a bit so I've been conflicted about whether i should continue to develop it even though the market is small? In addition would anyone be interested in something like this? Any advice would be greatly appreciated! [link] [comments] |
Aspiring indie dev. Just released my newest project. Posted: 11 Jul 2019 10:53 AM PDT Hey all! I'm an aspiring indie dev and I finally took the plunge to release a game. It's been interesting and I had to learn alot(first time with blender and 3D modelling in general). I'd really like to know what people think of it. I put together a trailer, so let me know what you think. [link] [comments] |
How much would server infrastructure cost per month for a very simple MMO? Posted: 11 Jul 2019 05:52 AM PDT Consider a very, very, very simple MMO game. It's 2D, top-down. The players, represented by colored dots, can move along the 8 axes and have 1 attack. This is all. Imagine there are no more than 100 players per "area" (think the size of a city block, scaled for the game) and a total of, say, 50k concurrent players on the server, spread out across a large world. First, is it better/cheaper to buy your own servers or to use a cloud provider, like AWS? Second, roughly how much would that cost you? Say, per month. I'm looking for a ballpark here. [link] [comments] |
A Developer's Thought Dump == The Legend of the "Nearly Complete" Game == Posted: 10 Jul 2019 04:36 PM PDT Game development is certainly a difficult thing to get a solid grasp of. For the past nearly two years I've been working away at my first game, Fables of Talumos. It's a top-down, pixel-art adventure game heavily inspired by the 2D Zelda games and the storytelling of the Souls series. It's been a very productive 2 years, going from knowing nothing of game development, to becoming overwhelmed by a sea of information and necessities, to wading my way through, using what information I need to create the game I've envisioned. I've been using GameMaker Studio 2 to make my game, so it was necessary to learn Game Maker Language and the ways in which the program functions, as well as other things such as pixel art (which seemed so simple but still manages to be a challenge), composing and creating sound effects, game design (making levels, monsters, attacks, NPCs, creating an interesting world (hopefully)), marketing (oh marketing....)...the list goes on and on for an solo developer. But I told myself I would do the first one alone, so I could get a solid grasp on the various aspects of making a game. And though I heard of "feature creep" and the warnings of making a complicated first game I am still amazed at all there is to do, even when I've set my sights relatively low. When friends would ask "How close are you to finishing the game?" a year ago I probably would've said "I'm probably around 50-60% done. Just a few more bosses and weapons. Shouldn't take too long.". When I moved back to Canada last March from my job teaching English in Korea, I could've swore I was around 80-85% done the game. Since March my hobby game has become my full-time job, and I'm now in the fifth month of working on it 8-10 hours a day (and usually on weekends) and NOW....now I would say the game HAS to be nearly complete....right? I've finished a Kickstarter, created a Steam Page, added all of the weapons, bosses, armour sets, NPCs, I've even got the ending and credits done! Surely this has to be the end. As I sit down to play through half of my game to remove the few bugs I expect to be scattered about, I accrue a 3 page list of tweaks/bugs/fixes. ... *Sigh*... One thing is for sure: Making (and finishing) a game is an accomplishment, and is certainly something one should feel proud of. I know I will, once this "nearly complete" game is finally finished. I hope my thought dump has been an enjoyable read.Thanks for your time. -Dan (The CheeseMaster) --------------------------------------------------------------------------------------------------------------------------------------------------------- You can find my game on steam under the name: Fables of Talumos Countless hours have gone into the content available at that single web page. Check if out if you're at all interested, and toss it on your wishlist if you're keen.You can see my game's WIP and progress on my Twitter here:https://twitter.com/CheeseMaster_Pr [link] [comments] |
City building game is still relevant in 2019? (web browser) Posted: 11 Jul 2019 08:38 AM PDT I give a small insight on the reason of the question, I'm trying to build a simple city building game for the browser with some multiplayer features, I know there are some out there, like:
I cited some of the ones I know just from ads (except travian that I played almost 10 years ago), there are other with modern themes but I pursue the old fashion theme. So my question is if the genre is still relevant in the browser in 2019, because I want to build a game that could possibly make some income (is not the main goal, but will be cool if it can), because my main goal is to learn about game dev (I struggled a lot in the past, and recently read a post on „how not to do a game", and that post inspired me to go with what I know to do a game, because my web background), so I was thinking that using web will be the best way to have something done (maybe using some js framework build on top of webgl). A brief description of what a I've got so far (just the idea so far), the game is a medieval kind of fashion, the buildings provide some bonuses in a radio where there are build, depending on the size (number of ppl living in a house) they demand X or Y bonuses, there will be no complex simulations for the MVP, just the buildings provide bonus or resources and need to be in a radius of other building to work, like the mentioned earlier, also houses need to be not so far away from the production buildings, etc, basically a oversimplified version of Caesar 3, but without all the complex simulations. Multiplayer, what I dislike from some games is that other players can attack you, that makes me being nervous and check constantly my city, and sometimes it disrupts my sleep, so I'm against this idea of being attacked by other players and instead this the interaction could be trade and some kind of raids (need to work on this idea to make it attractive), so in conclusion remove PvP and leave only PvE (no final decision). The monetization I was thinking that can be just like other games, using special currency to accelerate building construction or boost building bonuses, also sell building cosmetic packs, that would make your building look different from others and sell cities slots (1 or 2 for free at the start and if you want more buy it). I don't know if this would work or not, but if this genre still has a hole in the market and is relevant please let me know, also your criticisms and tips will be welcome. Final note, I know mobile has a bigger market, but also there are a huge competition and lastly developing a game for android is time consuming (iOS has less devices so it's kinda easier), even with unity or other tools, so I think starting with web is much more easy and affordable. Thanks. [link] [comments] |
Rocket Shipment: My experience so far programming a game from scratch Posted: 10 Jul 2019 11:43 PM PDT Localization, a save and load system, encryption. So much work that is not visible to the end user. I sometimes underestimate the work that still needs to be done. Just when I think I see the end of the tunnel, a new subsystem needs to be programmed. A collision detection system that I programmed early on Click here if you can't see the image I love it though. I love the intricate things I need to think about, the way I have to carefully plan out every system so it not only works well, but is also easy to come back to later. Making a game from scratch is a long and tedious journey, but it definitely makes me feel like you can program anything. Not because I feel like an expert or anything, but because I experience time and time again that I tackle complicated problems by logical thinking and perseverance. I solved complex challenges that frightened me by patiently trying out different things and reasoning logically. Experiencing this again and again, really boosts my self-esteem as programmer. Annoying issues with crate colliders Click here if you can't see the image Result after hours and hours of trying solutions Click here if you can't see the image I read a lot of different advice on programming your own engine. Most of it boils down to the question: "What do you want to gain, doing this?". And I agree, this is the question it is all about. If you want to make a game quickly, don't do it. But if you want to build your skills as a programmer, and make a game in the process without a hard time limit, go for it!It will surprise you how much there is to a game engine. Initially I thought it would be something like a renderer, save/load system, physics system and sound system, and that would be about it. But boy was I wrong. I only scratched the surface.Localization, Tiling, Scene managing, Animation, texture managing, sprite managing, spritesheet managing, a GUI system, Math and geometry utils, the list goes on. There is no overestimating a custom engine, I learned that pretty quick. Parallax background before i created multiple layers of stars moving at different speeds Click here if you can't see the image Yes it is much easier to pick up Unity3D and not even have to think about most of these systems, but there's one massive advantage that Unity3D, or any other engine for that matter, cannot give you, and that's transparency. There is no part of my engine that I do not understand. Any part that was incredibly complicated has been programmed and sufficiently documented by myself. I know exactly what my engine is doing, when it is doing it and why. There is no black box in the game. When I find an issue, it always comes from MY code. If there would be an issue in a black box, you're screwed! Physics system, cable system, collision system, parallax system, animation, all my work is in here! Click here if you can't see the image No disrespect to the commercial game engines of course. I programmed my first games in Unity3D and I'm glad I did. I would never kept programming games if it would be this hard. Commercial engines do the tedious and complex stuff for you and leave you mostly to the fun parts.I just wanted to know how it all worked, and I also wanted a non-graphical engine to program my game in.I'm glad I took the path I'm on and I'm exited to keep working on this project. Basic localization test. It proved a challenge to integrate Chinese, Japanese and Korean. Click here if you can't see the image If there is one lesson I learned until now, it's this: There is no school like experience, so don't be scared to follow your curiosity and remember to have fun in the process! [link] [comments] |
Tankery - A WIP proof of concept/prototype I made in processing Posted: 11 Jul 2019 12:07 PM PDT |
Posted: 10 Jul 2019 11:06 PM PDT |
Posted: 11 Jul 2019 12:02 PM PDT Some Background: 18 year old about to enter college this September. 5 month old Game Dev. So I've been going insane for a while now. I've been so focused on game dev and creativity and becoming better. I've drifted away from my life and I've just been living and breathing Game Dev. I guess I'm going through the imposter syndrome phase?? I don't know. I'm just going insane at the thought that nothing I make or can make is good enough. I find it hard to appreciate games because I can't do that and because I just feel like I'm going nowhere. I'm learning as much as I can and I'm loving game dev but this is killing me. I wouldn't trade game dev for anything, I love seeing my code come to life and seeing sprites do things, it's why I got into it. Seeing a bunch of numbers and code becoming something beautiful. But I just feel like I'm going nowhere despite all I've learned. So I talked to a friend and decided to take a 4 day hiatus from any programming and game design. I've decided I'd like to take this time to advance my art skills(drawing, sketching, etc.) and to focus on other creative aspects. I'm taking time to read comic books and to catch up on shows I've missed because I've been so engaged in game dev. Listening to music and playing games. But I just hate the thought of taking breaks because that time can be used to learn or to create something. What do you guys think about this? How can I make the most of this hiatus? What do I do with my insanity? I'd love to talk to any of you, thank you guys so much. [link] [comments] |
My first game directing a team was a nightmare. And that's okay! Posted: 10 Jul 2019 03:27 PM PDT I'm making a short Kinetic Novel. I've learned a lot of things that I should have known before making the game. Teamwork takes time I've made weekend solo developer games before. I thought that making a ridiculously small kinetic novel would be really simple. The writing, programming, and music took 1 week. The art took more than a month. Have a dedicated vision and tell the team This is specifically why the art has taken so much time. It's my fault for not giving clear instructions. I assumed that the art would reflect the vision I had in my head. But since I didn't tell anyone, it came as no surprise that the art had to be redone to match the my vision. I also realized a week late that the art needed to be a specific size. Which also added delay as they redrew the line art bigger to fit the requirements. If I had a vision before telling the art team to do the art, it would have halved the time required. Be strict on requirements Feature creep is real. I asked the writer to make a short story under 3000 words with only 1 or 2 scenes and only 2 or 3 characters. I received a short story around 1000 words. It had 6 characters and 10 scenes. I then worked with the editor to stripped it down to 4 scenes and 4 characters. Every scene and character that is written down is another art asset that the team needs to create. What is one line of dialog is 1 week of art. If you don't have the skill, get someone who does After I had rewritten the story, I had an editor take a look at it. She had some notes that made the story more coherent. There's always something more you could have done After spending a month looking at this script I see major plot holes and logical inconsistencies. But I'm stuck with the script. Since the art is done and the voice acting is underway. I could have the art and voice lines redone, but there comes a point where I have to sleep in the bed I made. Ask For Help While perusing reddit I found a post from a guy who wanted to work on a visual novel as a musician. This was half way through the development cycle. I was going to use generic royalty free music. But I reached out to the guy and he agreed to help. And 2 days later I had some amazing music for the game. I've also asked for help in the communities I'm a part of and found a writer and artists to help out. Do everything in order and be organized After seeing several projects ask for voice actors before the the writing was done, I've made the decision to do everything in order. First get the writing finished. Then make a build of the game with place holder art. Then ask the art team to replace those art assets. Then once I get the character art concepts, start the auditioning process for voice actors while the art team finishes. Then finish the alpha build and hand it out to the team for testing. Then beta test, then release. There are a ridiculous amount of roles and skills needed to create a game I thought that I only needed a programmer, artist, and a writer. Several of these are covered by a single person. I'm sure there are more, but these come to mind as things I've specifically dealt with and can classify.
There are more things I've learned but I'm done typing now. I love the team I'm working with and it is a fun and frustrating project. I'm thankful to have all the help I've received and hope all of your projects go smoothly. - Neo [link] [comments] |
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