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    Thursday, August 1, 2019

    Game development has increased creativity skills which carried over into all other aspects of my life.

    Game development has increased creativity skills which carried over into all other aspects of my life.


    Game development has increased creativity skills which carried over into all other aspects of my life.

    Posted: 01 Aug 2019 07:07 AM PDT

    Being aware of your weaknesses is one of your greatest strengths. I am an electronic engineer/ software developer but I knew absolutely nothing about making games and the creative aspect of it actually scared me and made me really uncomfortable. I thought if I made a story driven campaign game that it would be a great way to help with my creative skills which could carry over into multiple different industries and all aspects of life. For example better creativity equates with better industrial design work and ideas. More interesting electronics designs to continue innovating, and improves my social communication skills. Everyone is continually working to improve themselves, even if they are unaware of it, they are still seeing things in different light, learning new things, new experiences, etc...A work in progress. I am sure that the process in game development has been able to improve some people in a lot of aspects. Please share how it has helped benefit you.

    https://i.redd.it/0ulhacl4hud31.png

    submitted by /u/twrelectronics
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    Looked at 30 game engines for 2D and compiled them in a post with useful info. Hopefully can be a starting point for beginners

    Posted: 01 Aug 2019 08:35 AM PDT

    Here's what 2 years of development and winning a prize did to our humble game.

    Posted: 31 Jul 2019 04:22 PM PDT

    Hey fellow game devs!

     

    I noticed similar topics around here, this is why we went ahead and posted this, in the hopes it might inspire someone. Effort and passion does actually pays off.

     

    We are from Argentina, been making games for a while, aprox. 15 years. We saw potential on a simple platformer, around 3 years ago. Went ahead and did everything we possible can, because, in my head, this was going to be the last game of mine, before giving up.

     

    Game was... bad at first. We created a platformer with free assets that we have to, basically, throw away. Wish I could make this story short... but with some help from various communities (such as Reddit), we started to polish everything we can, and tried to find out way to stand out. Then, the idea was to have something we could publish at itch.io. That was a milestone for sure, because we needed a level of quality acceptable for a priced game.

     

    Then, we entered in a contest in Argentina, named #Potenciate. We won third place and aprox. 6000 USD. We used that money for the game.

     

    Here's the very first version, using free assets: https://www.youtube.com/watch?v=odlHV_RThg8

     

    Here's how the game looked just before the contest: https://www.youtube.com/watch?v=mdMCFj6ifS4

     

    And here's 8 months later: https://www.youtube.com/watch?v=C5zGA4qntBA

     

    We are super happy because we are close to release a prologue. And couldn't be more happier to see that the game is even better than I could imagine. There's still work to do, of course, a lot.

     

    Now, how does this relates to you? Here's a few things I did learn along the way:

     

    • Try and fail. But try to fail faster next time.
    • Involve communities around your game. Players is the base of everything that you do, at all times.
    • Love what you do. This sounds like anybody could say about anything, but been passionate about what you do is going to help you through those hard times.
    • Put it out there, as soon as you can. Having it on the internets makes your project tangible, something that exists out there for someone to see. This is a reason enough to get to work, for you and for them. I recommend itch.io for this and it's refinery.

     

    The engine we used is HaxeFlixel, Tiled for level design and Spine for skeletal animation. All free tools, except Spine.

     

    Well, this is more or less the grand scheme of things. I could add more details and info, but I don't want to sound spam-y because wasn't my intention.

    Thanks for reading this far and thanks everyone who helped on our humble project. You guys rock.

     

    Now, go and work in your game ASAP!

    EDIT: wording, links

    submitted by /u/_sysop_
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    A great article on room tone sound for games

    Posted: 01 Aug 2019 05:15 AM PDT

    Simple Vector Art: How and where?

    Posted: 01 Aug 2019 09:01 AM PDT

    Hi all,

    I am almost finished with my game's physics, and I am at that place where I need art. I don't need much, but it all has to be vector and animations are needed. What kind of tools and programs do you need to do this on your own? I am a complete beginner, so I probably need a simple-ish program.

    Thanks in advance

    submitted by /u/awfiowhrga
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    How can I make clothes follow the size of the body in Unity?

    Posted: 01 Aug 2019 07:03 AM PDT

    Hi,

    I'm literally looking for a way to "wrap" the clothes around the skinned mesh and every time I modify the mesh (using blendshapes) to also stretch the clothes. For example if the character is wearing a shirt and I increase the shoulders size, the shirt should also stretch.

    I know it's possible if I create blendshapes for the clothes as well, but I hope it's not the only solution, since it will require a lot of work.

    submitted by /u/defaultskinplayer
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    Dogshit at art but want to create my own assets so it’s more unique

    Posted: 01 Aug 2019 09:52 AM PDT

    I'm working on a 2D platformer but have no idea where to begin with the art of the game. Would making the characters non human be easier? Would pixel art or something hand drawn be better? Also any art tips in general would be a great help. Thank you.

    submitted by /u/PrinceTimaeus
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    Indie Dev Cons?

    Posted: 01 Aug 2019 08:01 AM PDT

    Being green and new to the scene and completely and utterly ignorant (assume I am a massive idiot), i have a question:

    The monoliths (EA, Activision, Microsoft, Sony) have E3, CES, and to a certain degree PAX.

    Are there any Conventions for us Indie game developers? (For networking, showcasing our works, passing out demos, organising colabs, etc)

    If not, can we make one?

    Thank you

    submitted by /u/Johnny_Nongamer
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    Where can I find tutorials on AI similar to Disgaea/Fire Emblem AI?

    Posted: 01 Aug 2019 11:07 AM PDT

    Hi, me and my friends are trying to learn how to code AI that is similar to Disgaea/Fire Emblem AI.

    Tutorials would be greatly appreciated.

    Edit: We are using Godot. Sorry for not mentioning on title

    submitted by /u/checkman123
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    Looking for someone to take care of Marketing

    Posted: 01 Aug 2019 07:08 AM PDT

    Hello everyone,

    I started producing games 8 months ago as an indie developer released 2 games including one on Steam. Those two experiences helped me to learn a lot about game development but also communication & marketing. I did everything on my own for those two games but it's very time consuming regarding all the game projects I'm working on.

    I really believe that marketing is a long term work which is build on business contacts/relations, knowledge of the good spots/places/websites/people, following and stay update on the different markets/studios/big changes and can't be done effectively by me during 2 weeks after I finish a game...

    So... I'm looking for a native English marketing M/F to team up - for a mission or for long term - revenue sharing or upfront payment.
    I need someone who has knowledge/network in NSFW/18+ (which is different but close) gaming.

    Thank you

    submitted by /u/NSFW18Games
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    The Toy Programming Language: A Scripting Language For Unity (Work In Progress)

    Posted: 01 Aug 2019 06:39 AM PDT

    https://github.com/Ratstail91/Toy

    I'm developing a programming language just for fun called Toy. Although I have a list of features, I don't have a specific goal other than the vague notion of "It works in Unity".

    I'm looking for ideas from Unity developers as to what features you want to see in a scripting language. I'm hoping that it'll be nice and easy to use, something like this:

    import "Unity"; var player = Unity.Fetch("player"); var start = this => { this.SetPosition(0, 0); } player.Start(start); 

    I already have a "Plugin" interface, that allows libraries to be written in C# and simply dropped into the source directory. Arrays and Dictionaries are written using this.

    I also have a tutorial of the basic language here, with more to come: https://github.com/Ratstail91/Toy/blob/master/docs/tutorial.md

    submitted by /u/Ratstail91
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    minimum guarantee & rights

    Posted: 01 Aug 2019 08:09 AM PDT

    Hi, i have questions relating to the game publisher.

    What does minimum guarantee means? a guarantee number of views/sales per month?

    The contact requires me to give all the rights to them but after the contract ended, the rights will return to me. Does that sound right?

    thanks

    submitted by /u/CHOO5D
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    Pirated Version of My Game

    Posted: 31 Jul 2019 12:46 PM PDT

    I just encountered a website with a cracked version of my game. People are asking if the cracked version is up to date and offering their reviews and stuff.

    I knew it was happening and all, but I've never actually seen it. Now I am upset and want to do something. Part of me wants to shout at them and demand payment, but I think it would be nice to engage with this den of thieves in some way, possibly convert some into buyers.

    Has anyone had encounters like this? Do you have any advice on what to do, if anything?

    submitted by /u/Chaaaaaaaalie
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    No idea what I'm doing, but I know what I want to do

    Posted: 01 Aug 2019 04:07 AM PDT

    I understand this will be a slow process so bear with me. I'd like to explain a little bit of my passion or obsession.

    I have always wanted to work at Blizzard over the years.. just as thousands of my counterparts have. I really ever wanted to be apart of the team because they had one game (basically crack cocaine) that I have never felt so passionate for.

    I'm sure you have all heard it countless time (maybe), Diablo. I'm not going to sit here and rag on what Blizzard has and has not done. In fact, I personally, would still love to work for Blizzard - I just love that game. To me, seeing that game legacy of Diablo carried on is important. Hopefully that happens.

    A lot of the Diablo dynamics have been lost I feel. The biggest part of Diablo is there was a place for everyone. You could dive into the dark story - the lonesome traveling along with a capturing soundtrack.

    You may just want to trophy collect and trade (I think this part of it was crucial) there was value to the game.

    Having patches remove certain items made the game more authentic. It wasn't like these items were hard to get
    back in the day, as they are now. But it just made it feel because you were there in the beginning and you saw
    transitions... you had a foundation with this game.

    Maybe you just enjoyed player vs. player. Being able to just pounce on people with no boundaries (I do think some
    things should have been patched like bodies popping.

    The chat channels. I mean, the bots are bad now - but at a time, they were fun and necessary.

    I guess what I'm saying is that Diablo was it's own ecosystem for gamers.

    This is beyond the point of this topic. Where I am at in my life is wanting this type of experience back, for myself and all the others. Blizzard may as very well make the next Diablo game a hit. I really hope they do.

    My current job is great, I make good money - I do have a wife and two children so time is a little more of the essence. I do not dread going into my current job in anyway.

    I've made my mind up that I am going to read through all the Diablo lore - all the old and all the new. Anything I can find. I'd like to create a game like Diablo (although it can't be Diablo), but it can. Know what I mean?

    Develop a short story, develop a plot, heros, the whole shabang. Bring back the core mechanics as hobby.

    I'd want to see if this is truly something I really enjoy. I'm 31 and I want to believe in myself that I am able to learn
    something new without going back to school. I mean it's always been so easy to talk yourself down over the years,
    you get content with where you are at. - Spend time with family, make good money, have house - everyone is happy
    right? Yes, in many ways but a piece of passion is still missing.

    If this hobby flops.. then at least I know I tried. If I learn something and the game doesn't take off, at least I learned something and maybe I can end up at Blizzard or another career path. If it succeeds, then hurrah!

    Where do I start? I do not have any experience in coding, game development (hell I don't even know if those are the same thing) or any knowledge based on this topic. What goals do I aim for first? What work station do I need to even begin any kind of development?

    Thank you for reading. Thanks to all who spend there time making great games. Thanks for any advice.

    submitted by /u/diablo_exe
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    Hello, i made this android game, you can download it for free on Google Play Store. Please share it if you can..thanks..

    Posted: 01 Aug 2019 12:08 PM PDT

    Why Only Hyper Casual?

    Posted: 01 Aug 2019 12:01 PM PDT

    Why hyper casual? I see 100 people a day, and he says he's dying to work with me. My most realistic simulation games are hardly interested. CPI low, game quality, high conversion rates. Why can't I find an investor or publisher for a 3D simulation game? am I the only one with this problem?

    submitted by /u/egemener213
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    Azure GameServer VM

    Posted: 01 Aug 2019 11:45 AM PDT

    I'm working on scaling out my game, and I'll be using Azure to do it. The idea is this:

    1. Create an azure VM
    2. Set up the VM wtih my game server files
    3. Sysprep and generalize it
    4. Take an image of it in azure (capture)
    5. Make a VM scale set out of that image

    I've gotten all of this to work, but the workflow is pretty awful. If I want to make a new build of my game server, I have to do this entire process from start to finish.

    It'd be much nicer if I could just create a VM that knows to run a certain program from a certain drive. Then I could just upload the files on that drive and not have to re-create the VM.

    Does anybody have any idea how this would be accomplished? Any other thoughts are appreciated.

    -Thanks

    submitted by /u/Failosipher
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    2D puzzle game marketing

    Posted: 01 Aug 2019 11:42 AM PDT

    Hi reddit ,

    I'm work with game similar to this game and i confused about the best way to market my game with about 250 dollar (i know it's not large among :) ) and what is best time to publish this kind of games

    Thank you.

    submitted by /u/DeeaX99
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    My First Game Jam (Update to previous post)

    Posted: 01 Aug 2019 11:31 AM PDT

    Last week I had asked if I should join a game jam or not, and everyone here was very encouraging and suggested I do it. Well, I took your advise, and joined the weekly game jam on itch. I ended up working solo, but it was an incredible experience, and definitely helped motivate me to get something done! I didn't have time to implement all the UI elements I would have liked, but I suppose that is just the way game jams go.

    So, thank you all for your encouragement, I will definitely do it again, and hopefully I will be able to find a team next time.

    If anyone is interested, my game is on itch. Here is the link (am I allowed to link my own stuff in this sub?) https://cometthedog.itch.io/dont-touch-my-crystal-tower-defense

    submitted by /u/cometthedog1
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    Recommended encryption algorithm with fast key verification?

    Posted: 01 Aug 2019 11:30 AM PDT

    Hi guys!

    First and foremost: I'm not trying to implement a DRM system, nor something along the lines.

    I need an encryption algorithm. I want to poll a (most of the time wrong) key often against a encrypted chunk of data, so it would be convenient to discard wrong keys quickly (to not stall the simulation).

    In order, my priorities are:

    1. Fast evaluation of keys.
    2. Low size overload if possible.
    3. Not easy to force-brute.

    Any recommendation? What would you use?

    submitted by /u/mikelcaz
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    Dialogue tree assets for Unity

    Posted: 01 Aug 2019 11:26 AM PDT

    I currently played around with Fungus but I wanted to know if there were better asstets because I couldn't realy choose between the multiple ones.

    ty

    submitted by /u/luudt
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    VR Earthbending is awesome! Rift and Vive alpha build available.

    Posted: 01 Aug 2019 11:25 AM PDT

    As an artist first, programmer and designer second; would it be beneficial to 'sell' my game with mockups/cinematics?

    Posted: 01 Aug 2019 03:39 AM PDT

    DISCLAIMER BEFORE I START THE POST: I may be an artist first, but I am still a programmer and designer. I'm not trying to put the cart before the horse, here. I do have a game, it's just very unfinished.

    Lemme explain what I mean by 'sell' in the title. We all want to gauge interest and begin receiving a revenue stream long before we launch our game. It's hard to sell a game or prototype purely on a gameplay basis. After all, unless your game is very high concept and lends itself well to short videos; the minute-to-minute gameplay might not be necessarily incredible. This is compounded by the fact that game dev rewards low-cost, high-reward work; and this can be taken too far. If you're trying to sell your game purely on the extravagance of your gameplay, you're incentivized to constantly be showing off polished footage. This can result in taking shortcuts to finish gameplay elements faster, purely to satisfy the social media balancing act.

    My work on the game is very lopsided. I do far more art than is necessary, purely because I draw every day and am find artistic endeavors to hold my attention a lot better. I'm also very prone to burn-out when it comes to programming, a big problem when you're constantly trying to iterate.

    My Minimum Viable Product (MVP) target is fixed and set in stone. It's intended to be medium-length, yet achievable, for my one-man operation. My MVP is entirely gameplay-focused, with no plans for any sort of cohesive story. Why would it? It's the minimum necessary elements to make the game 'complete' in a sense.

    That being said, I have ideas kicking around. I have something in mind for a sort of cinematic trailer, designed to display the tone and look of the game. All of the assets for the trailer would be eventually incorporated into the game, but they're an objective waste of my time at this point in development (looking at it from a purely 'is this moving me towards my MVP' perspective).

    That being said, the art portion of my game is one of the hooks. It's one of the game's two main selling points, and a trailer may very well spark more interest than a linear game development would. The trailer can also act as a launch board, giving the player context as to why they're doing what they're doing ingame.

    I very much enjoy writing and directing shots, but I fear I'm procrastinating with the excuse that, "It'll get me Patreon backers!" or "My vision will be made clearer by saddling my world with context." Do you believe that, assuming my trailer is well-directed and thought-provoking (obviously not guaranteed assumptions!!), that it will pay off for the time it takes? Even if it is only partially related to the actual content of the game? Paying off, in this context, means an influx of donators seeking to help see the game finished; or potential customers in the event I finish and release my MVP.

    My game is unique in the sense that it's a recognizable homage (think Shovel Knight -> Mario/MegaMan. You instantly know what it's riffing on, but it's not lacking in its own identity) that provides strong implications towards gameplay. I don't worry that, in a basic sense, my game will be confusing to understand to the majority of gamers. I feel that's an important thing to understand when looking at this case.

    submitted by /u/mymilkbiscuit
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    Why does Unreal need to recompile shaders any time anything changes while Unity doesn't?

    Posted: 01 Aug 2019 10:57 AM PDT

    Sorry for the stupid question, Iam not getting any comprehensive answer from google. What is Unreal doing differently?

    submitted by /u/Roggi44
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