Key scammers honeypot sites |
- Key scammers honeypot sites
- Creating a VR + PC coop game about a (VR) Giant and a (PC) tiny player that solve puzzles together.
- Interviewing For Game Design
- Tips for Steam certification / review process
- 99 materials in 11 days (Description on the comments)
- Do you all find speed level design videos valuable? Yes/no? Do share your reasons.
- A New Game Developers Game Jam!
- My mom recently shared this post on FB. I've now been making games professionally for 10 years and just released the demo for my first indie game earlier this week.
- What makes cross-platform networking difficult?
- Facebook instant thoughts?
- "Options" or "Settings"?
- How to create a Minimap with Unity
- I just added physics objects to my game to make the puzzles more challenging!
- Looking for advice on how to start an online multiplayer text based game (no coding experience)
- How To Make An RTS Game In Unity - Waypoints (EP02)
- Besides Ranked Mode, what are important features of a competitive multiplayer game?
- How do people create APIs for games that don't have any official support?
- Discoverability - A 'Hot or Not?' Genre Guide
- How common is it to use vector art in games?
- How to toggle an audio object only exists on one scene but plays in all scenes On/Off from another scene in Unity
- What real money gambling app tools/engines to use?
- Feedback Friday #352 - Deep Dive
- Manipulating the Emotions of the Player
Posted: 09 Aug 2019 08:19 AM PDT Hi all, I've recently released a game on Steam, so I've had to deal with the usual deluge of scammers posing as press or streamers in order to collect keys for resale on grey market sites. Most of them have been very obvious in their approach, but there have been a few quite sophisticated ones that stood out, since they used a proprietary domain email (instead of your usual "famousyoutuber666@gmail.com"), and you could go to the domain address, which looked like a legit online games magazine, to verify the email. They have the common pattern of it being a non-english site, and them asking for two keys (for their editors to review in tandem, they claim). I became suspicious when I saw that they had an extremely low Alexa ranking, didn't seem to review indie games, and their reviews were spaced quite a few days apart. As far as I can tell, they generate their news items by scraping bigger news sites. So far the ones I've seen are: All with domains registered through www.namecheap.com . I did send two keys to each of the first two addresses, and lo and behold, about a week later there were 4 keys for sale at Kinguin from the same seller. So let this post serve as a warning to others. [link] [comments] |
Creating a VR + PC coop game about a (VR) Giant and a (PC) tiny player that solve puzzles together. Posted: 09 Aug 2019 10:10 AM PDT |
Posted: 09 Aug 2019 03:45 AM PDT |
Tips for Steam certification / review process Posted: 09 Aug 2019 04:04 AM PDT Hey, I recently pressed the magic button "send for review" in Steamworks. If you're curious what happens next, here's a bit of info for you:
Hope it helps some of you! Cheers [link] [comments] |
99 materials in 11 days (Description on the comments) Posted: 09 Aug 2019 09:55 AM PDT |
Do you all find speed level design videos valuable? Yes/no? Do share your reasons. Posted: 09 Aug 2019 06:11 AM PDT |
A New Game Developers Game Jam! Posted: 09 Aug 2019 05:43 AM PDT Hey Reddit! This is a link to the first ever NGD Game Jam held from the 1st of September to the 7th. This game jam was originally a event for the New Game Developers Discord Server but has now expanded to Itch.io. I just wanted to help spread the word about it and. There will also be a link to the discord server. Thanks for noticing! [link] [comments] |
Posted: 09 Aug 2019 11:00 AM PDT |
What makes cross-platform networking difficult? Posted: 09 Aug 2019 09:52 AM PDT While there's a lot of talk about Sony specifically refusing to allow cross-platform, technically we should still see a lot more Xbox - Switch - PC across multiplayer games so I would think there are some technical reasons too. There are only two reasons I can think of; 1) Developers are used to making separate infrastructure for each machine and linking them after the fact is hard, 2) Each platform (Sony, Microsoft) mandates their own network & infrastructure and there's some agreement / red tape that prevents developers from accessing 1 core infrastructure. Otherwise I would think developing cross-platform infrastructure from the start and pointing all clients towards it would be straightforward. Was wondering if anyone with experience could talk about any other problems they faced with this. [link] [comments] |
Posted: 09 Aug 2019 11:17 AM PDT Howdy wonderful folks at r/gamedev. Long time lurker, first time poster here. As like many of you here I've been dreaming of being a game developer for many many years and I've left opportunities slip by in the past for various reasons. In recent months I've been devoting time and getting back into gamedev but looking at turning it into a full time job... eventually. The Facebook Instant game market has peaked my interest, I'm not sure if it's a viable option as a solo dev. Is it as cut throat as the hyper casual market, do I need a publisher to get my game seen? Is paying for UA expensive? I haven't found any price breakdowns. What are your general thoughts on the platform, any of you here have any recent experience with it? TL;DR: is Facebook instant a worthwhile option for a solo dev or is a publisher required? [link] [comments] |
Posted: 09 Aug 2019 01:20 AM PDT Hi Is there any difference? I have a button to settings (or options) like resolution, fullscreen etc). How should it be named? [link] [comments] |
How to create a Minimap with Unity Posted: 09 Aug 2019 11:16 AM PDT |
I just added physics objects to my game to make the puzzles more challenging! Posted: 09 Aug 2019 11:14 AM PDT |
Looking for advice on how to start an online multiplayer text based game (no coding experience) Posted: 09 Aug 2019 10:48 AM PDT I'm not even sure if it's possible without knowing how to code, but I know of a couple of game engines out there that don't require coding and will basically just give you building blocks to craft a simple game. But I can't figure out a way to use any of them in the way needed for the game I want to make.
Im looking to make a game similar to Werewolf or Town of Salem. Classes you can be with abilities and hidden identities. However, it would be more like a free-for-all, battle Royale type of game with last person standing wins. All characters have their own health, damage, and abilities. I already have all 50 of the characters made with their cards and some placeholder art for them. Originally, the idea was to have it be a 3d mobile game, but that would probably cost money that I don't have. So since a lot of the game would be selecting other players as targets, choosing an action and then having your action announced, seems like all of that can be done through a simple 2D text based game. So I want to make that, get proof of how fun it can be, and then try and set up some GoFundMe or something to get the funds needed to pay a developer to make it 3D and more polished.
Here's my issue. I know nothing about game design. I feel like text based wouldn't require too much coding knowledge. Seems pretty simple. But I don't even know where to begin. I don't even know how I would set it up online, with servers and all that. Anyone got some advice for me? [link] [comments] |
How To Make An RTS Game In Unity - Waypoints (EP02) Posted: 09 Aug 2019 10:12 AM PDT Here is the second episode of the RTS series, I got so much positive feedback from you guys, so thank you very much! In this video we start implementing the population system by creating a waypoint system for the NPCs to patrol.This video has came out shorter because I tried to explain everything as fast and efficient as possible, so if you like this kind of teaching tell me in the comments, if you don't then I will transition back to the old style [link] [comments] |
Besides Ranked Mode, what are important features of a competitive multiplayer game? Posted: 09 Aug 2019 09:48 AM PDT |
How do people create APIs for games that don't have any official support? Posted: 09 Aug 2019 08:21 AM PDT I found a few fortnite APIs out there but I am new to all this and am confused as to how they created them as Epic Games doesn't provide one themselves. fortnitehut.com/free-api fortnitetracker [link] [comments] |
Discoverability - A 'Hot or Not?' Genre Guide Posted: 09 Aug 2019 11:37 AM PDT |
How common is it to use vector art in games? Posted: 09 Aug 2019 10:58 AM PDT I am mostly a programmer but was always interested in the artistic side of game dev. i made a few charaters for my game the other day and then had to re-draw them all because they looked too pixely when scaled them up. I know about all the different "solutions" to this "problem" but it made me think about vector art. I downloaded GIMP to try it out and discovered its going to be harder than I thouht. Does my time actually worth it? Is it very neccesairy for game art, or does people just get along with normal pixeled art worK? [link] [comments] |
Posted: 09 Aug 2019 10:06 AM PDT Hey everyone! I'm working on a simple mobile game project for better learning. Almost everything else is done except this: I have an object with Audio Source on my "menu" scene and a script is attached to it, in order to keep it playing between scenes without resetting. I'd like to toggle the audio on and off using a button on "options" scene and save this setting for every launch of the app if possible for the next steps. I've made the audio keep playing by attaching a script on the object. Here is the code to keep playing the music through the scenes. I 've tried to create a script to toggle the background music on and off and calling the music game object in order to get the mute component and change it's value but didn't seem to work. I also tried to create a control function with if and if else comparing the value of mute property of the audio source component but i wasn't able to change it in any way. This is how i tried to do it but i'm sure there is something severely wrong about it. Just can't figure out what, since i'm kind of a beginner on unity and just trying to expand my knowledge with small projects. I also tried to call the method on button's OnClick() panel, didn't seem to work as well. I want to be able to mute/unmute the audio (which is attached to an object only exists in "menu" scene and keeps playing through all scenes with the script I've shared) from the "options" scene using a button and after i successfully done it, i might proceed to save the setting for every time user launches the app. Thank you so much for your time in advance, i know there is something i'm failing to consider but i fail to see what because of my lack of knowledge/experience on Unity [link] [comments] |
What real money gambling app tools/engines to use? Posted: 09 Aug 2019 09:21 AM PDT I was commissioned to make an application that works similarly to the lottery. It does not have in app purchases, but does include random chance and real money payouts generated by ad revenue. I am curious what type of tools/engines/frameworks would be the best to develop something of this nature. I was originally planning on using unity but it seems that I may need a special license from them to continue, as well as part of there terms and agreements seeming pretty gray in this area at best. [link] [comments] |
Feedback Friday #352 - Deep Dive Posted: 08 Aug 2019 08:06 PM PDT FEEDBACK FRIDAY #352* Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All Testing services: Roast My Game (Web and Computer Games, feedback from developers and players) iBetaTest (iOS) Promotional services: Alpha Beta Gamer (All platforms) [link] [comments] |
Manipulating the Emotions of the Player Posted: 09 Aug 2019 01:43 AM PDT Hi! So I never thought I would get into game making, but I've been thinking about making a game for the past few months, I have some sort of draft of the storyline(s) and a proper idea of what this game is going to be and what it isn't. What is an issue, however, is that I want to understand the emotions the player is going through when playing my game. This game of mine would rely heavily on the player's choice and decisions, and I would like to extract what the player is thinking from those decisions... I've heard some games read emotions through the webcam, that's probably too invasive for me. What I am looking for is basically some resources where I can learn and understand how to read those emotions and set up a favorable environment for a set of emotions. If you have any good papers or articles, please share! Thank you! [link] [comments] |
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