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    Saturday, August 24, 2019

    Arcade Physics Vehicle Framework V0.1

    Arcade Physics Vehicle Framework V0.1


    Arcade Physics Vehicle Framework V0.1

    Posted: 24 Aug 2019 06:46 AM PDT

    74 Isometric Terrain Tiles for all your gamedev needs (Free)

    Posted: 24 Aug 2019 02:41 AM PDT

    I am making a text RPG with the rules of original D&D, completely open-source (MIT license), in Python.

    Posted: 23 Aug 2019 06:17 PM PDT

    Is it okay if the level editor is Steam Workshop exclusive?

    Posted: 24 Aug 2019 08:11 AM PDT

    Started making an MMO hacking sim a week ago, here is a video showing off progress in some community based things

    Posted: 24 Aug 2019 11:22 AM PDT

    We've made a unique system of crafting that lets you unleash the power of alchemy. Create an army of dead chickens to raid settlers? EZ!

    Posted: 24 Aug 2019 12:13 PM PDT

    Do you have a devlog ? Why (not) ?

    Posted: 24 Aug 2019 09:06 AM PDT

    Collaborating on game development

    Posted: 24 Aug 2019 05:53 AM PDT

    Hey guys,

    I am a software developer in my profession, and I would like to start developing games(even the simplest ones in the beginning), but I would like to co-operate with other developers.

    Do you know any platforms or websites which connect between developers that want to develop games together?

    Thanks!

    submitted by /u/chongmet
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    Question regarding Intellectual Property usage.

    Posted: 24 Aug 2019 08:32 AM PDT

    I am developing a digital card game that uses NBA players images. I am based in Romania, but the market will be Global. Unfortunately all my attempts to pursue a license from NBA Player Association IP owners have been unsuccessful. When i say this i mean that all my attempts to engage with think450.com , the entity that manages the IP have not been answered.

    Game Screenshot: https://imgur.com/a/pW0GI6f

    At this point i need to evaluate other variants in terms of content.I am taking into consideration to create fantasy characters based on real players personality and image. These characters would be fantasy characters like dwarves, elves, demons etc.

    My question is to which extent i can make these characters look like the real players?

    As an example we just have a sketch for one player:

    Real player: https://imgur.com/a/7oeUNhF

    Sketch: https://imgur.com/a/Rgj1ic5

    Obviously i will not use the name, This character will be named The King for example.

    Also can someone guide me to some resources where i can see what can i use so people properly related to the real player but i am protected from a legal point of view.

    I want to add the fact that i would be more than happy to pay due royalties and get a proper license and i am not trying to get any benefits on the back of an existing IP, i am just trying to find a solution to launch the game, and most probably if succesfull in the fantasy variant, the guys owning the license would take the project more seriously. But at this point, i am somehow stuck.

    Thank you for your time and help,

    Sebastian

    submitted by /u/sebahmah
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    Where should I animate the building construction animation? Blender or UE4?

    Posted: 24 Aug 2019 06:21 AM PDT

    Hello, I'm playing around with blender 2.8 and I don't know how to hide each parts (walls, doors, chimney) so I can make it look like it is constructing.

    I tried a lot from using shape keys, mask modifier(really really messy), build modifier (looks good but I can't control it) and not using blueprint in ue4 with delay and visibility node which works fine but is there any way to do it in blender?

    Right now, they are all separated so when I try to make an action in blender, it will make a lot of animations in ue once imported. Or is that really how it works? I never worked in game companies so I don't know what is the best practices. It is really easy to see examples using bones but this one is just hiding and showing parts and most of the youtube videos I saw did it in blueprint.

    Can anyone tell me how you do building animation? Thank you. cheers

    submitted by /u/darkhader22
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    What are your marketing strategies to promote your game and build community?

    Posted: 24 Aug 2019 09:58 AM PDT

    Interested to see what people do, plan on doing, or seen other games do, to get their games in front of customers.

    Any ideas are welcome.

    submitted by /u/bulka_tarta
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    Why making a game for people exactly like me was not a good idea

    Posted: 24 Aug 2019 06:06 AM PDT

    Building a multiplayer mobile game

    Posted: 24 Aug 2019 09:47 AM PDT

    Hello.

    I would like to start a project in order to refresh my skills with Unity, that I did not use for quite a while now.

    I am planning to make a single server multiplayer game focusing on around 100 players in a persistent world and using NodeJS (socket.io), mongoDB to store game state and users. The game itself will not be overly complicated at first, it's a mobile game which will grant small session of like 5 min / 10min gameplay.

    Anyway, I never made a fully complete multiplayer game. I did several prototypes, and some single player game that are not big.

    I would like to have your tips on the steps I should follow.

    Should I start to make a game offline, then add server call later on? Or directly go with server integration ?

    I was planning to do the following, and would like to know if it's accurate :

    1 => Setup server, basic user with, generation of map elements and serve to client 2=> setup client with simple account login, guest user, then get and display the map. 3 => implements game features and server step by step core feature first, then more detailed one.

    Does this sound a good starting point ?

    submitted by /u/Crocsx
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    Any resources on making a 2D JRPG engine?

    Posted: 24 Aug 2019 08:59 AM PDT

    I want to make a basic 2D JRPG with my friend and I would prefer to make the game in SDL and C using a homemade engine, rather than use RPG Maker or something easy like that. The only problem is the only games I've ever made are Snake, Tetris and some basic games mimicking Adventure. I was wondering if anyone has any good tips on making a JRPG or any resources on how to make the engine?

    submitted by /u/__random_account__
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    Check my game^.^

    Posted: 24 Aug 2019 12:24 PM PDT

    Google translate>~<

    Hello. I think I've already done enough to start PR.

    I want to provide you with a game that is under development.

    About the game: The game is a rogue-like. A total of 5 levels are conceived. Each level is a dark forest, the gameplay is like in all the rogue-likes. You run randomly from the generated terrain. Kill enemies, look for items, kill the boss. You go to the next level (as I said, there will be levels 5. The first 4 is just a generated forest, 5 is the boss fight), respectively, there can be a different boss on each floor (so far only one is ready that is used at all locations)

    Not many items (3 of which are unlockable)

    It is planned to make several playable characters (which is not surprising for a rogue-like)

    The gameplay itself consists of walking through a dark forest, killing monsters, finding various merchants, chests, etc., which is characteristic for games of the rogue-like genre. With each subsequent location, it gets darker and darker. Starting at level 3, the character does not emit light. You need to use everything that can give it (torch, potions of light, etc.)

    If there are no more of them, you have to go into the dark and hope that you stumble upon the boss's altar and don't die (he emits a faint red light, it's hard not to notice in pitch darkness)

    All the texts in the game are translated into Russian and English (and by itself, everything new that is added is also translated into both)

    At the moment, in terms of code in the game, a lot is ready, but in terms of content, everything is lame, the code is spawn of a random merchant, but so far there are two merchants,

    The code is spawn for each level of a random boss of this level, but one boss.

    Enemies and objects are also not so hot, but almost all the main part of the code has already been written, which means that it remains to fill the game only with content.

    download link - https://gamejolt.com/games/aye/434908

    screenshots:

    https://i.redd.it/rflohi1w4gi31.png

    https://i.redd.it/tiny5yky4gi31.png

    https://i.redd.it/y2j65y1z4gi31.png

    Control:

    WASD - Travel

    LMB - Attack / Use selected item / Take item from slot

    RMB - Magic

    F1, F2 - Tags

    E - use the object on the map (Fountain, the altar of calling the boss)

    TAB - open / close inventory

    F5 - open console

    Commands to the console:

    give item [rarity]

    rarities - common, uncommon, rare, epic, legendary

    1000hp-Increases max hp + 1000 and completely replenishes hp to maximum

    The graphics in the game are also test and change to release.

    Thanks for attention)))

    submitted by /u/ru_bin
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    2D Survival RPG I am currently developing | Realm Lands

    Posted: 24 Aug 2019 12:03 PM PDT

    Creating maps in voxel verse

    Posted: 24 Aug 2019 11:58 AM PDT

    Screenshot Saturday #447 - Hidden Treasures

    Posted: 23 Aug 2019 08:03 PM PDT

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    Previous Screenshot Saturdays


    Bonus question: What is one game that you think is very underrated?

    submitted by /u/Sexual_Lettuce
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    Epic Games and its free games

    Posted: 24 Aug 2019 09:47 AM PDT

    I was wondering if there was any kind of deal between Epic Games and Developers where even though their games are selling for free they'd earn something other than popularity, something kind of deal $$. However, couldn't find anywhere what kind of agreement this is. Does anyone know how it works?

    submitted by /u/bomberman05
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    A couple of free songs for you guys

    Posted: 24 Aug 2019 09:44 AM PDT

    An approach to river based terrain generation

    Posted: 23 Aug 2019 12:52 PM PDT

    I posted this in r/proceduralgeneration and it was suggested I post it here too. I've been making procedural terrains for many years now, and for my latest game "Sapiens", I'm creating a detailed earth sized world generator based on a subdivided icosahedron.

    Rivers have been a problem with procedural terrains, and nearly all of the solutions I have seen or tried so far have had a kind of top-down approach, where you generate the terrain, and then try to find where rivers should be based on that terrain. This approach is problematic, especially for extremely large (earth-scale) terrains with large continents, as you have to do a lot of high detail iterations all the way from the mountains to the coasts.

    Over the past couple of weeks I implemented a different approach, where instead I start with the rivers and build the terrain based on them. It worked out really well, and you can see the results with sort of a high level overview in this video and here is a screenshot of the results:

    https://i.redd.it/tzwy794569i31.jpg

    And at ground level:

    https://i.redd.it/anujxsqk69i31.png

    Though I am sure this approach has been used before, I couldn't find any information about it. So I thought I would post some details here. I know I've had a lot of trouble with rivers in the past, and I've seen lots of questions on this procgen reddit about them too.

    The process goes like this:

    1. I assume you'll be working on some kind of grid, probably lat/long, I was using triangles in a subdivided icosahedron but the principle is the same.
    2. For each square/triangle in the entire grid, generate a random river node offset location within that square, to allow for some random variation
    3. Add a number of initial squares to an open list, that will be the finishing point of river networks, and end up at the bottom of oceans. This will be roughly equal to the number of final continents
    4. This is a little like A* pathfinding. While there is a square on the open list,
    • iterate over the open list in a random order
    • for each square, check each adjacent square in a random order to make sure it hasn't yet been assigned a parent
    • if found, add the adjacent node to the open list, this is a child node, and should be given a pointer to the parent, and also be added to the list of child nodes that the parent has. Don't check any more adjacent nodes for this parent this iteration.
    • else if there are no free neighbors, then remove the node from the open list, we don't need to check it again. If it has no child nodes, it's the start of a river, and we should add it to a list of "spring nodes"
    • randomize the open list somehow, keep iterating until you've got no nodes left on the open list.
    1. Now we have a nice organic web-like structure, but we need to find out an approximation of the flow to make it look nice. The spring nodes should start at nothing and slowly turn to streams, join up with other streams to form rivers. So,
    2. For each spring node you can trace up the structure iterating over each parent, adding to a "flow" value. This can be optimized so that if you find a parent that has another child (a branch in the river), you can store the value and stop there, and wait for the other child before going further up the tree.

    That's the basics. I've optimized it from there, for example I have two open lists and ping pong between them, so I can quickly create a randomized list for the next iteration as I go. I also randomly add a few new nodes as I go, to create a bit more variation in ocean/sea size.

    To generate height, you use the number of parents each node has. So the initial nodes are 0 height, at the bottom of the ocean, and the last few nodes added are probably the highest points in the world. You can track distance as you go, so you don't have to count parents all the way back up.

    Then you use some kind of average distance as sea level, and modify it how you like form there, add perlin noise etc. To actually render the rivers you can just draw line segments between the nodes, with a thickness based on the flow. You can also randomly offset those segments in between the nodes using 1D perlin noise to give more detail.

    The terrain can also do a distance check on nearby river segments, to add valleys where rivers are. This again can be offset by 2D perlin noise or clamped, adjusted in other ways for variation.

    I'm happy to answer any questions, though it might take me a little while to get back to you, it's a busy few days ahead sorry! Hopefully this is useful for someone anyway, and my explanation makes sense. I was just quite surprised at the effectiveness of the approach, and wanted to share.

    submitted by /u/majicDave
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    I wrote up a tutorial on "Making a Modern Vector Graphics Game"

    Posted: 23 Aug 2019 03:51 PM PDT

    Just me drawing a random monster for some reason :D

    Posted: 24 Aug 2019 11:36 AM PDT

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