• Breaking News

    Monday, August 26, 2019

    Trigonometry Basics - Sine & Cosine (new gamedev tutorial series; link in comments)

    Trigonometry Basics - Sine & Cosine (new gamedev tutorial series; link in comments)


    Trigonometry Basics - Sine & Cosine (new gamedev tutorial series; link in comments)

    Posted: 26 Aug 2019 04:18 AM PDT

    Godot is within $1000 on Patreon of being able to hire their third full time employee.

    Posted: 26 Aug 2019 12:22 PM PDT

    Free low poly (link in comments)

    Posted: 25 Aug 2019 09:54 PM PDT

    This morning we used our husky post-Gamescom voices to record some monster sounds

    Posted: 25 Aug 2019 02:21 PM PDT

    Free Material Pack - 09 is available!

    Posted: 26 Aug 2019 08:17 AM PDT

    My gamedev story

    Posted: 25 Aug 2019 01:28 PM PDT

    Hi folks! I would like to present you my game: MultiQuest but before that, here is a little backstory:

    I grew up in several African countries for 17 years before moving out to France where I started to learn programming at the University. In the beginning I was not comfortable at all as it felt so abstract to me but I kept trying and I finally decided to create a game.

    I thought to myself: "If I can make something fun with it, it will motivates me to learn even more".

    I didn't knew how true that was!

    So I challenged myself to create a game, a small one. It was a simple maze game where you played a red pixel trying to reach the exit while evading the villains blue pixels.

    As you could expect the game was horribly structured and bad optimized. It was a real mess (I'm even scared to look at the source code now) but it was working! And more importantly it opened my eyes and made me realize that it was something I really liked to do and I could put countless hours into.

    So I kept making games while studying and it really helped my to understand many computer science concepts. When I learned something at the university I would try to apply it on my games. After a while I decided to make my dream game (as you can imagine its MultiQuest). Since the day I first heard about MMORPG I always loved the concept, playing a hero and slaying monsters with yours friends in a shared virtual world, awesome! When I started to document myself on how they were built I loved them even more.

    So I started to read online articles about algorithm, data structures, network optimization, engines etc. Obviously you cannot be fully prepared to make such type of game (and I will probably never be) but at some point you just start to develop your idea and try to make it work.

    During that period of time I realized that we live in a blessed era for autodidact people. Especially in the IT field since nowadays you can learn almost anything with internet and I'm really graceful for that.

    It took me 4 years and almost as many rewrites from scratch of the game to reach its current state (which I'm pretty happy about now). Thinking back on it now it was really worth it as I learn much more than I ever would by just attending to the university courses.

    So back to the game, it's an online top down action RPG in real time. It is inspired by the first RPG game I played: Zelda a link to the past. It features PVE and PVP content, spells, items, drops, merchants, etc.

    I found a lack of real time 2D MMORPG with realistic fight mechanics. Most of the time you just target a monster a cast a spell once in a while. I focused on having a much more dynamic combat system and even though I'm pretty happy about the current result, I know there is much more that can be done.

    There is no target lock and all the attacks have to be manually targeted to reach the target. Here is for example how the game handle a melee strike:

    Weapon hitbox

    Each frame has its own hitbox which result in a nice and smooth gameplay. You can dodge any strike/projectiles with a good timing.

    The game is developed in Java with the LibGDX framework. I'm pretty happy with the result so far and I will continue to add features into it as I have to the to develop them. It's available on PC and I have a running build on mobile but it is not quite ready yet.

    Most of the game assets come from the 2012 Liberated Pixel Cup and again I am really graceful for such an initiative that allow game dev to create a nice game with such nice assets. Here is a screenshot to have an idea of how it looks like:

    Screenshot of the current game

    I also wanted to have the possibility to fully customize your hero so I built a system which can be easily extended to add more custom parts like ears, eyes, etc. This will allow to have a nice diversity of hero as you can see below.

    Customization possibilities

    I tried to focus on optimizing the networking side and theoretically I should have a viable product. Unfortunately without real players I cannot see how the game perform in a real situation. This is why decided to create a post here so I could get some feedback from the community.

    If you have some time in your week please consider to test the game with your friends and give me your impressions it would mean a lot to me.

    You can find all the instructions to play the game here and small wiki here. Also to play the game you have to register an account into the game client and not on the website as their database aren't linked yet.

    I hope that my story will have interested and inspired you for your own projects.

    Have a nice day!

    Cheers,

    Django

    Edit: you can follow me on https://twitter.com/jhoukem if you want to keep updated about the project

    submitted by /u/Jhoukem
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    2d or 3d for a turn based strategy game

    Posted: 26 Aug 2019 11:30 AM PDT

    Hey all! I'm working on a turn based strategy game in the unity engine and before I get started on it fully I've been going back and forth in my mind wether to make it 2d or 3d. I would love to hear you guys' opinions on it Thanks

    submitted by /u/Nathinio11
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    What contributes most to game download size?

    Posted: 26 Aug 2019 08:45 AM PDT

    As the title asks, what aspects of games most often contribute to storage size? I am mostly referring to 3D games. My guess would be texture files. For my game I would like to keep the download size manageable for many reasons.

    submitted by /u/allleoal
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    Texturing procedural buildings – a text tutorial. Automatic material with damage, dust, color variation, decoration placement

    Posted: 25 Aug 2019 11:44 PM PDT

    GOAP for very large/complex world state?

    Posted: 26 Aug 2019 08:47 AM PDT

    I'm working on a semi-complex simulation-based game and am considering GOAP (goal oriented action planning) as the planning algorithm. I'd love to use something like GOAP because I don't want to have to write predefined goal plans, and because I hope to see some interesting emergent behavior which GOAP seems to lend itself to.

    However, the GOAP explanations I've read seem to deal only with modest-sized world states, which exist entirely in memory, and whose shape is flat. In contrast, my simulation has a world state that is large, complex, relational, and driven by data persisted in a database. That's the problem:

    In GOAP (as I understand it), I'm supposed to clone the entire world state for every candidate action, in order to determine if the action's effects will result in a new world state which would satisfy the preconditions of another set of actions—and so on. In my situation, that is going to be crazy slow and take up a hell of a lot of memory.

    For an analogy, imagine you had to implement an AI planning system against a a Django or Rails web application where the interface to the world state was model objects backed by a relational database. (That's not literally what I'm doing but it's just to give a more concrete sense of the kind of system I'm working with.)

    Are there alternative algorithms/architectures that offer similar benefits of GOAP, but which lend themselves to situations like mine where the data is large and complex and persistence-driven? Or a suggestion for a way I might modify the basic GOAP algorithm to be suited to this use case?

    submitted by /u/opinwood
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    Phyiscs Question about lingering impacts like in Smash Brothers, Overwatch, etc.

    Posted: 26 Aug 2019 12:26 PM PDT

    Hey,

    I am trying to recreate a physics model ( for fun ) that handles knocking players around in a way similar to Smash Brothers Melee or Overwatch, where the player will be hit in one instant and then fly away for a while. So far my math has acceleration, which influences velocity which in turn influences position. And there are max velocities and max accelerations, as well as drag on both of them applied per frame. This results in fairly smooth movement, but a single impact will never feel right. How do these game handle these lasting influences on physical body? I basically want to implement a "AddImact(Vector impact)" function that will kick me a little at low magnitudes and hurl me far at high magnitudes, all without teleporting huge distances or coming to a halt SUPER instantly.

    Im thankful for any tips or approaches too : ) Cheers!

    submitted by /u/lejugg
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    When learning something new do you prefer text tutorials (blog posts) or video tutorials?

    Posted: 26 Aug 2019 08:40 AM PDT

    Making a backend server that hosts ~1000 players. What is the best way to send only relevant data from server to each client?

    Posted: 26 Aug 2019 12:19 PM PDT

    I'm making server backend with c# that should hold around 1000 people or more.

    I add each client to the client list on server and when client does something in game world, server loops trough each client in the list and sends them data about that player. The problem is that certain players doesn't need to know what people at the next side of the map are doing.

    What is the smart and efficient way of taking one client and sending them only relevant information of people around them without looping over everyone in the server?

    Could someone recommend any books or courses on how to handle large amounts of people on server or MMO backend development

    submitted by /u/Unixas
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    Is it ok upload a preview from an unreleased song that I made?

    Posted: 26 Aug 2019 12:13 PM PDT

    I don't really understand how copyrights works at all. So the question goes like this, if I wanted to post an article on indiedb or any sort of forum that includes a 10 seconds preview of a song that I made, may this be problem in any sort of way ? Like someone copying it and claiming it as his own creation or something?

    Sorry if this is a dumb question.

    submitted by /u/CrisOyarce
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    No money solo game programmer - how to find a team?

    Posted: 26 Aug 2019 11:55 AM PDT

    I am solo game developer, made some prototypes, released a complete (with all textures,code,music made by myself) yet buggy endless runner on google play, but i've never got to work in a team. Where and how can i find newbie artists and other people who are willing to work together volonterely just for experience and in hope of making something good in the end? Is it even a fair question to ask?

    submitted by /u/Opelsi
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    Where to find legal help

    Posted: 26 Aug 2019 07:52 AM PDT

    Hi, real quick, my names Chris. Im a solo dev and I'm about to release my first game on steam. I have no business entity and the game was made in UE4. I'm wondering, at the last minute, if I need to copyright or trademark this, and if I need to draft my own EULA or if a lot of that is covered under Steam's terms of use? Then that leaves Unreal, cause I think they have their own clause that they want included in a developers EULA. I do have a free consult scheduled with a law firm that seems to specialize in this, but I'm wondering if it's even necessary or if I'm overthinking it.

    submitted by /u/capsulegamedev
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    SOLVED: This release is not compliant with the Google Play 64 bit requirement

    Posted: 26 Aug 2019 11:09 AM PDT

    I’m thinking of getting into game design, but I don’t know where to start.

    Posted: 26 Aug 2019 10:40 AM PDT

    Any suggestions??

    submitted by /u/_the_blue_bomber_
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    Resources for programming fighting/brawler combat system?

    Posted: 26 Aug 2019 10:36 AM PDT

    I'm having trouble finding resources on designing a combat system for a fighting game. Any recommendations?

    A few related subjects I'm looking into as well.

    Input buffering Canceling/interrupt I frames

    submitted by /u/manablight
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    Unity Enemy AI Tutorial (NavMesh) - Making a Top Down Shooter for Android [pt. 5]

    Posted: 26 Aug 2019 10:18 AM PDT

    Suggestions for RTS/Strategy/City Builder game?

    Posted: 26 Aug 2019 10:00 AM PDT

    Hey guys, I had always dream to make my own 2D strategy/city builder game and want to know where do you suggest to start? I don't really know much about programming (i know very little python), but I am learning fast and I have possiblities to spend a lot of time doing this.
    So basically I would be glad to hear any suggestions where and how to start.

    submitted by /u/Karpaj
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    Is a game engine required to make a basic card game mobile app

    Posted: 26 Aug 2019 08:40 AM PDT

    I want to make a mobile app for both iOS and Android that has lots of card games like hearts and rummy. I am unsure whether I should use a game engine or whether that would be overkill. I have the most experience on using android studio and Xcode and I've found them very easy to test on but I've never tried making a game. I have very little experience with game engines. I have some experience with Godot but I found it difficult to test on a device and as I only have an android device I would have to rely on emulators to test on iOS. Some card games like spit and pig are more fast-paced and allow players to all play at once instead of being turned base but I'm not sure if I could get away with not using a game engine for those types of card games.

    submitted by /u/ochew
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    Simple rigging and animation tutorials for Unity?

    Posted: 26 Aug 2019 08:14 AM PDT

    Hi dev friends. Can anyone recommend simple and effective rigging and animation tutorials for Unity? I'm not going for AAA-level fluidity, but good enough so my characters move fluidly.

    All thoughts welcome!

    submitted by /u/NapoleonicNipple
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    How to create an iOS game

    Posted: 26 Aug 2019 07:59 AM PDT

    Hello,

    I've never made any kind of game but wanted to start making them. My question: how where they made, are they written with javascript, in what program are they written & what should i know more?

    Yanick Leegwater

    submitted by /u/YanickLeegwater
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