Unity 2019.2 has been released |
- Unity 2019.2 has been released
- The hardest part in indie development is getting through the "honeymoon" period and finishing the project. Today I proudly did just that and released my game!
- Why Does Celeste Feel So Good to Play? | Game Maker's Toolkit
- Introducing SnaX - A new, free game development tool!
- Realistic coasline shaders [solo dev C++ graphics engine] how I did in coments!
- How the Simulation of a Hitman Level Works
- Everybody dance now!
- How to handle a status effect system?
- Why can games designed around a certain FPS (30,60) be played at frames lower than that, but when uncapped they break?
- How to dev the core of a game without any graphics?
- Creating a vegetation system that reacts to the environment
- New mediation ability for my lil guy (description in comments)
- Humble 2D game asset bundle now available
- Is there any value to surprise announcements for indies?
- Blender 2.8 Working with Armatures and Bones
- Static analysis of Electronic Arts open source code
- Blizzard needs toooo long to make Diablo IV so I must do this job for the fans XD
- Game server architecture
- DodgeBall: Improved Mechanics WIP
- Buddy Jam 9 starts August 1st - Submit themes until Tomorrow
- Any recent performance comparison for 2d game engines?
- Grand Theft Auto Makers Accused Of ‘Drive-By Assault’ On Taxpayers
- A follow-up Devlog to the HollowKnight Tutorial video I did last week that went big on Reddit!
- Please try out my first game.
Unity 2019.2 has been released Posted: 31 Jul 2019 05:20 AM PDT |
Posted: 31 Jul 2019 02:14 AM PDT I'm sure we have all been through the "honeymoon" period of game development where you're excited about your idea, progress is fast and life's great. For me this usually lasts couple weeks maximum, after which I realise my idea is too ambitious, there's some technical problem I cannot solve, or just simply lose interest. Today is different though. I started the project many months ago, and as always lost interest because I couldn't get the leaderboard working, until I recently decided to pick it back up and finish it. Now I proudly managed to finish and release my game despite the difficulties! https://store.steampowered.com/app/1028660/Pirouette/ Looking for any feedback, and also for the future any tips and tricks on how to ensure you can keep motivated and things moving forward! [link] [comments] |
Why Does Celeste Feel So Good to Play? | Game Maker's Toolkit Posted: 31 Jul 2019 07:40 AM PDT |
Introducing SnaX - A new, free game development tool! Posted: 31 Jul 2019 08:50 AM PDT Hi Everyone, I would like to share with you a game/graphics engine I have been working on for a few years! I truly believe this could be a useful tool for many, and I would love to see people actually start using it for something! Perhaps for game development, but it could just as much be a tool for creating simulations and visualizations, for rapid prototyping of concepts and ideas, or maybe just a tool for learning 3D-graphics, shader development, or programming in general. I believe there are many potential use cases! The engine is called SnaX (snaxgameengine.com) and is a fast and lightweight development tool based on a real-time, visual programming concept. Real-time because every update you make to your program can be viewed instantly as you develop - Visual because programming happens in a graphical environment, where writing code is replaced by linking together small, precompiled blocks of functionality called Chips. No coding! No compiling! (The exception are shaders, but work is underway making even shader development follow the same visual approach.) SnaX is built for Windows 10, using DirectX 12 for state-of-the-art graphics. It got a bunch of cool features including
And best of all: SnaX is FREE for both personal and commercial use! Check out the image gallery at snaxgameengine.com/image-gallery/! Please give SnaX a try at snaxgameengine.com and tell me what you think! Feel free to comment, ask questions and suggest improvements and new features! And if you like it, please share it with your friends! Best Regards, Frank [link] [comments] |
Realistic coasline shaders [solo dev C++ graphics engine] how I did in coments! Posted: 31 Jul 2019 07:19 AM PDT |
How the Simulation of a Hitman Level Works Posted: 31 Jul 2019 06:50 AM PDT |
Posted: 31 Jul 2019 11:41 AM PDT |
How to handle a status effect system? Posted: 31 Jul 2019 09:09 AM PDT I'm considering a status effect for my game that slows a character down. I don't just want to override the movement speed of the character, since there are different character with different move speeds, some of which have abilities that change their move speeds already. My first thought was to have an array of 'status effect' objects (Assuming I was to add more types of effects, later), and iterate over these to calculate some modifier applied to the movement speed. But that would require iterating over the array every frame, or at least every time the movement speed is needed. Is there a more efficient way to do something like this, while keeping it modular if I wanted other effects down the line? (i.e. same concept, but applied to damage instead of movement speed) [link] [comments] |
Posted: 31 Jul 2019 11:43 AM PDT Kind of messy wording in the title. When a game is designed for a constant frame rate, typically this is done on consoles, a game won't run above that frame rate. But it can dip below without obvious side effects. Also, why build a game around a set frame rate in the first place? It seems like an extremely short sighted approach imo. Or is it just SO much extra work to make the game function for variable frame rates? [link] [comments] |
How to dev the core of a game without any graphics? Posted: 31 Jul 2019 07:18 AM PDT TL;DR: The title says all, the content of the post talks about me and give some context of my problems in general. I recently read about someone that has the same issue than me, he's a good programmer (as me, or I think I'm good) and both of us struggle when some kind of graphic is involved in the development process. I'm professional programmer since 2006 and before that I messed a lot with programming. My field of experience is web and mobile, so I'm not a game dev whatsoever (just my hobby) but I struggle a lot when it comes to do something that has graphics, I cannot use (for some weird reason) placeholders. So just was thinking how to develop the core of the game with only commands, what I mean is build an interactive console and have my game running just without graphics till the core is finished and I'm ready to move to the most harder part for me. From my perspective is doable but struggle in the design of the game just without graphics (but cannot do with graphics either, maybe is my lack of art/design experience). The genre I want to dev is some simple city building game, I'm aware that my current skills are not to do some Caesar 3 clone of something like that but something similar but way simpler, later on I might add more complexity but I want to have something done first as an MVP and to show myself I can do it. I recently built a core game engine in typescript called enjin-ts I'm still in the process of development but the core is almost finished, it is an ECS game engine built for the sole purpose of prototyping (that's why it's in typescript), it has an interactive console that I can manipulate from the CLI or with websockets, I can add commands to it and execute quite well, but when got to create the vulkan rendering I got overwhelmed, I have some references, I'm following some tutorials but still will take some time and I'm not so patient, that's why I wanted to write down at least the core of the game while I also dev the vulkan 2d renderer (because when I feel frustrated I can do something else in the meantime and go back later to this when I feel better). I kinda know what to do, but still need some tips or if you want to share your experiences, it might help me too or just criticize me because I'm building yet another game engine :) [link] [comments] |
Creating a vegetation system that reacts to the environment Posted: 31 Jul 2019 08:16 AM PDT |
New mediation ability for my lil guy (description in comments) Posted: 30 Jul 2019 03:33 PM PDT |
Humble 2D game asset bundle now available Posted: 31 Jul 2019 11:49 AM PDT |
Is there any value to surprise announcements for indies? Posted: 31 Jul 2019 06:27 AM PDT Surprise announcements as in withholding marketing materials before the launch of a steam page, kickstarter, etc. [link] [comments] |
Blender 2.8 Working with Armatures and Bones Posted: 31 Jul 2019 11:11 AM PDT |
Static analysis of Electronic Arts open source code Posted: 31 Jul 2019 05:41 AM PDT |
Blizzard needs toooo long to make Diablo IV so I must do this job for the fans XD Posted: 31 Jul 2019 10:29 AM PDT |
Posted: 31 Jul 2019 06:18 AM PDT Hello everyone, I'm opening this thread because i wanted discuss the possible architecture of a non web based server. On the internet there is a lot of material about web servers, but not very much about any other kind of servers. My use case is this distributed application which consists of a turn based game, server and DB, which can also be accessed by the means of a website and the relative server, but in general I would like to gather your opinion and experience on any similar use case where 2 or more clients need to exchange informations through a server. As previously stated i would like to focus the attention on the right side of this picture, so the internal functioning of the game server, the communication protocols between server and client and a few considerations about security. The following is a flowchart (not a rigorous or detailed one, its purpose is just to better show what's in my mind from a general point of view) of the internal functioning of the server that seems reasonable to me, about which i have a few doubts. For example it seems weak to DDOS attacks where the attacker could establish multiple connections consuming all the threads available and performs some delayed cyclic actions to not trigger the timeouts. Considering the application layer, i was thinking to use a custom protocol which consists in the exchange between client and server of JSON (or XML or similar) over TLS and TCP/IP What are your thoughts about it and/or do you know any material I could look up into? [link] [comments] |
DodgeBall: Improved Mechanics WIP Posted: 30 Jul 2019 04:34 PM PDT |
Buddy Jam 9 starts August 1st - Submit themes until Tomorrow Posted: 30 Jul 2019 06:17 PM PDT |
Any recent performance comparison for 2d game engines? Posted: 31 Jul 2019 12:09 PM PDT Is there any reliable performance benchmark test done with different 2d game engines? I specifically want to run a lot of objects at once and looking for a game engine that can handle this task the best. Thank you. ** Some background, you don't need to read this if you don't want to** I'm working on a game that can potentially load a lot of objects at a time. I started working with unity, but the game object system in unity is not very performance friendly (maybe that's why they are working on the entity system). Then I switched to lwjgl, and realized I don't have that much time with university coming up, so I'm just looking for a high performance game engine. [link] [comments] |
Grand Theft Auto Makers Accused Of ‘Drive-By Assault’ On Taxpayers Posted: 31 Jul 2019 11:09 AM PDT |
A follow-up Devlog to the HollowKnight Tutorial video I did last week that went big on Reddit! Posted: 31 Jul 2019 11:04 AM PDT |
Posted: 31 Jul 2019 10:49 AM PDT Hi everyone, After spending a few week working with Unity, I finally created my first game ever. I really love making games and I hope that you guys can spare some time trying my game and let me know if it sucks or its ok. Please check it out and give me some comments about the game. Game is available on Apple store: Thank you all. [link] [comments] |
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