• Breaking News

    Tuesday, August 13, 2019

    WIP StarFox Clone in Godot 3.1 Targeting System

    WIP StarFox Clone in Godot 3.1 Targeting System


    WIP StarFox Clone in Godot 3.1 Targeting System

    Posted: 13 Aug 2019 10:30 AM PDT

    153 Free Models For Game Developers

    Posted: 12 Aug 2019 07:38 PM PDT

    Hello!

    To kick off my new Patreon page, I've released 153 low poly models for free that follow various themes - Ancient Greece, Ancient Rome, Forest, Sci-Fi, Tropical Island, Steampunk, Tools & Weapons, and Victorian City.

    The models are free to use under the Creative Common License.

    Here's a preview of the models in the pack:

    Free Low Poly Megapack

    Download them here: https://www.dropbox.com/sh/mj10e54xeq10ig6/AACiP0aHiotuoZoTWSb1acM1a?dl=0

    If you like my work and want to see more, please consider supporting me starting at $1 per new pack on Patreon. Thanks!

    submitted by /u/AboveFrozenPeaks
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    Typography in Games with Ben Humphreys - very cool webinar, something I had to give a lot of thought to myself recently

    Posted: 13 Aug 2019 05:29 AM PDT

    How To Pathtrace In VR

    Posted: 13 Aug 2019 09:25 AM PDT

    Gamedevs who have made their own company, how did it go?

    Posted: 12 Aug 2019 10:02 PM PDT

    For game devs who have taken the leap to creating an official company, how did it go? What steps did you have to take to create the company? What type of company did you decide to make? (LLC, sole proprietor, etc). How much does it cost you per year to have your company? Did you have to set up separate bank accounts? How did you give ownership of your games to your company?

    For background, I've got a few games on itch, Google play and the app store. I don't want the possibility of getting sued and people going after my house or something (not that I think they would). When is the right time to make a company?

    submitted by /u/iceberger3
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    How To Force Enemy To Search for Player In 3D Maze

    Posted: 13 Aug 2019 08:49 AM PDT

    I'm building a 3D maze game in Unity, and thought about adding an enemy that wanders around the maze searching for the player.

    I've tried searching with different phrases, but it only shows things like los or cones as references.

    I'd like the enemy to wander around the corridors, then if it has los of player to chase them.

    Big thanks to anyone that can help or point me in the right direction.

    submitted by /u/J_Winn
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    Making a wrapping wire (like the Worms Ninja Rope) work correctly with moving geometry

    Posted: 13 Aug 2019 11:49 AM PDT

    Everlasting pain UV

    Posted: 13 Aug 2019 10:10 AM PDT

    So I'm working on a little Project in a cartoony style. The houses are held in a traditional german style and I currently have a problem I'm not sure how to solve. As I'm working in a modular way to be able to combine different houses from the same set, I decided to create different Textures (for example wood and the wall).Now my walltexture currently looks like the pic below, so my problem is how to uv the modules so that it makes sense.

    Should I change the texture so that I only have half and can flip it in the engine when needed, or is there a way to uv the modules so I don't have the problem with the order?

    Thanks in advance for any advice you can give me

    https://i.redd.it/90pb5c0u09g31.jpg

    submitted by /u/MissMayHope
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    Switching to html5/css/js

    Posted: 13 Aug 2019 12:18 PM PDT

    I am trying to start developing html5/js apps. From what i understand its just like a website, an html file defines the layout (with css) and the js file handles the logic. I grabbed this from w3 and put it in an html file but it doesnt work. Im planning on moving my geo rpg project to html5 / js. This is what i grabbed on w3:

    <script> var x = document.getElementById("demo"); function getLocation() { if (navigator.geolocation) { navigator.geolocation.getCurrentPosition(showPosition); } else { x.innerHTML = "Geolocation is not supported by this browser."; } }

    function showPosition(position) { x.innerHTML = "Latitude: " + position.coords.latitude + "<br>Longitude: " + position.coords.longitude; } </script>

    What am i doing wrong?

    submitted by /u/ayapokalypse
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    Game Tech Machine Learning Demo Night

    Posted: 13 Aug 2019 11:50 AM PDT

    Blender 2.8 Unreal Engine Batch Export Addon

    Posted: 13 Aug 2019 08:50 AM PDT

    I made a small silly Discord game.

    Posted: 13 Aug 2019 12:51 PM PDT

    So I did some motion capture on my phone....

    Posted: 13 Aug 2019 12:43 PM PDT

    Implemented 2 new camera systems in our (VR) game, now it plays like a real platformer.

    Posted: 13 Aug 2019 06:21 AM PDT

    First a caveat to this post, I first cross-posted this, but that felt like a rather low effort post.

    We build a VR game some time ago and released for Oculus. We are now however porting to other platforms and VR systems, the first being Steam.

    On top of that we decided to add the ability to play this as a more traditional action platformer. That took more time and saw more rewrites than I care to admit.

    Here's a look at the current implementation:

    https://youtu.be/C_8Juj198m4

    I build a camera mode where a parallax camera follows the original VR camera position a bit. It's a system that uses an area where the player moves in and remaps it to an other area the camera can move in. On top of that the system supports 'hotspots' that allow the camera to be corrected by level designers in order to prevent the camera missing important puzzle / fight elements and to prevent it from moving into level meshes. I'm also going to try and add the ability to slight manually steer the view direction in a later patch.

    The other added camera mode is a 3rd person camera mode. It can be steered with the directional stick on a gamepad or the mouse. It's rather deceptive how something so simple like an over-shoulder camera is to get feeling 'right'. Still not completely satisfied with some odd fringe case raycast / collision checks, but it feels really nice at the moment.

    On top of all that we also added a lot of work that is not visible directly but will allow us to be a lot more flexible when it comes to implement other platforms, like:

    • UI overhaul
    • Input manager, we already allowed re binding keys on the Oculus input library, we now added KBM, XInput, UWP gaming input, PS4 input, etc. etc.
    • Campaign / level selects allow for new game modes and map collections (a new boss fight and a boss run game mode are already in the works for a later date)
    • Achievements wrapper, pretty much supports every platform that has them.
    • A new saving loading system that doesn't rely on build in C# serialization any more, but uses a IFFF chunk system. On top of that it allows for async deferred saving (important for platforms that restrict the amount of times you can save per minute.)

    A lot more than I can describe here.

    For those interested on knowing more on our implementations or hows and whys, just ask away.

    editted some typos

    submitted by /u/SvenNeve
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    API to connect different Gaming Network (XBOX Live, Nintendo Switch, Playstation Network, Steam...etc)

    Posted: 13 Aug 2019 11:33 AM PDT

    Hey Gaming Devs, I working on API/SDK tools that a developer can use to creating a gaming experience that asynchronously connects to all the Gaming networks. I would like your feedback on this idea. Like would you use this tool as gaming dev.

    submitted by /u/DAVE437
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    Beginner Inide Team Tips and Advice

    Posted: 13 Aug 2019 07:24 AM PDT

    Hey all, my friends and I recently started a inide team and we spent the last year trying to a making our first game and try to apply for a grant with it (an AR game with working multiplayer made in unity). However we recently found the game became very large and complex for a team of 4 to handle or to have a working demo for the grant. So we decided to scrap the game and start anew. I'm concerned that we might falling into the same patterns we did last time. So what are some tips, advice, sites, videos that you can share that will help us manage our development efficiently while creating the game we want. Thanks!

    submitted by /u/KaneUchiha21
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    When should we set-up the post-process in our game ?

    Posted: 13 Aug 2019 07:22 AM PDT

    Hello, I am wondering when should we set-up the post process, at the begining or at the end of a project ? Ex: If I do it early, will I have to change it later or does the post process gonna be the base for my lighting or other visual stuff ? Thx :D

    submitted by /u/FinnTess
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    Pathologic 2 Mindmap: a Questlog People Actually Read - Game World Observer

    Posted: 13 Aug 2019 12:31 AM PDT

    [Postmortem + sale] Experiences creating Whimsical Quest to deal with depression.

    Posted: 13 Aug 2019 03:43 AM PDT

    Hello friends! About two years ago I started working on my most recent game. It was the first game that I ever actually made complete and ended up being released. It was out December last year (through much anxiety), and I've slowly made some sales every now and then trying to advertise on twitter and twitch.

    The Process:
    My previous experience with game development have been off and on for quite some time, but only small projects that would inevitably vanish, usually because at some point I'd meet a wall, and my progress would be halted through inadequacy. The only thing that got released was a Ludum Dare game I did with my friend a while back. It was fun and hectic. Doing programming under a certain amount of stress was an enjoying experience.

    Whimsical Quest was started at a whim. Having recent episodes of depression, my usual cure to the problem is having a project to spend time with, and I really started to enjoy playing around with this new game, trying to give myself a low bar of expectation. I decided not to do multiplayer, to do basic graphics and keep progressing if something else bothers me. This mentality usually helped, but after being thoroughly committed to the project for months, I began to take issues more seriously, knowing that if I can get through this barrier, I might have a game on my hands.

    I was almost certain that I'd do this project by myself, as I just love to see the whole picture come together, music, art and programming. It's always a wonderful experience to actually experience all of your work at the same time. This is what I absolutely love with game development, there are few arts that get to have so many aspects show itself at the same time.
    Doing it by my own would mean a lot of work, but I took it slow and steady. If I was tired of programming, I'd either turn to doing art, music or vice versa. Variety definitely kept me putting more hours into it each day!
    I ended up not getting any outside help, and it became a principle that everything I made, had to be sort of open-source / free, relying only on my personal work.

    The last month of game development was the most difficult. Realizing all of the small quality of life changes I'd have to do (or attempt to), and fixing bugs that I almost forget being a bug. I had one friend who play-tested for me, and he was a lot of help. It was really hard to accept crucial errors being reported, but I just had to welcome them, or I wouldn't even dare to release the game in the end.

    Submitting the game was a learning process, but it wasn't as difficult as it was just more of a hassle. Having to edit and create so many different banners for Steam's different devices and store front differences between devices. Adding Steamworks code to my own game to get achievements to work and register and all that jazz. Again, more of a hassle than a direct problem.

    The only part left was now to actually release the game and go through with the emotions. I remember the first thing I did was to go out on a run. Having extra adrenaline and not wanting to sit at home and refreshing / waiting for response to the purchases would be something I clearly wouldn't enjoy. Trying to take my mind off it isn't easy, but that was what I tried to do for myself.

    In the end, Whimsical Quest was released. It didn't sell great, but I was fine with that. I had made great strides dealing with my own personal problems, and I learned so much about game development along the way. I had made a game and released it on Steam. that was one of my wishes in life to achieve, and I concluded that wish.

    What I have learned:
    I definitely enjoyed working with the soundtrack of the game the most. After setting my goal to making a Sega Genesis styled music and learning how to do it, some songs gave me chills to know that I made it. I loved that.

    Working alone might be great for you if you like to work whenever you feel like it and just do whatever you want, but it's going to take a lot of work. Also, from previous experiences, it is a lot more easier to give up on a solo project than a group project. I worked on this project to deal with my depression as an initial drive, so it was a personal thing for me. But, I would've enjoyed having a group with great chemistry as well. The process does become lonely. And you kinda want to share your strange findings in programming or whatever with someone.

    Notes to myself for my next project:
    Enjoy working. If things make you tear your hair out, do something else or work on a creative solution.

    Do not work towards expecting sales. Expecting to create smiles should always be the main priority.

    Consider having someone who cares about the complete art-design / artwork to do the work. I have no true love because my lack of talent creates lacking art.

    In closing:
    I'm so close to actually getting a payout after almost a year! So my last wish would be to earn my first actual profit to the game, so I've put up a sale this week to make the game just around $1.00~ in celebration of a hopeful ends to the whole year I spent making this game :)

    If you'd wish to support me in this last endeavor, Whimsical Quest can be found here: https://store.steampowered.com/app/965880/Whimsical_Quest/

    submitted by /u/bodadenor
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    BASIC: 3 ways to INCREASE the FPS of your Unity3D game

    Posted: 13 Aug 2019 09:36 AM PDT

    What are some less obvious red flags when hiring a programmer for indie work.

    Posted: 13 Aug 2019 09:31 AM PDT

    I want to hire a programmer for a bit of work on a game soon.

    I've never hired/worked with an external programmer before.

    I can think of a few precautions that the majority of people would take, like NDA, ownership agreements, agreed time-frames.

    What are the more subtle red flags to look out for when hiring a programmer for the first time?

    submitted by /u/SlothWrang
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    I want to make a project in Unity and need some advice

    Posted: 13 Aug 2019 09:13 AM PDT

    Hello Everyone!

    I'm a more or less beginner with unity, I have followed some of the tutorial projects in unity and also made a little platformer following some tutorials from youtube, but now I want to make a bigger project.

    I want to make a 3rd person shooter/adventure game, similar to the Megaman legends games; more specifically, I want to make something like the sub-gates (underground ruins) of the game, mostly the following features:

    • Third-person view (character always looking at the direction of the camera)
    • Mapping system: a map that starts blank, but gets revealed the same time as you traverse through the level. plus a minimap.
    • Inventory System: an inventory system where you have limited slots to store your stuff.
    • 3rd person aiming: being able to switch from a more open perspective for more reactionary aiming to a more closed over the shoulder perspective for precise aiming.

    I don´t have any idea on how to make most of these features, Any Advice or suggestions?

    submitted by /u/helix6745
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    Best fur for games?

    Posted: 13 Aug 2019 01:27 AM PDT

    I was wondering what would be the best way to achieve realistic but cost effective animal fur for games being developed in unreal. Would hair cards fare better than fur shaders on baked hair textures? Maybe a mix? Any thoughts?

    submitted by /u/Saturn_007
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    If you’re working on a game, and ‘get others’ to help you...

    Posted: 13 Aug 2019 04:46 AM PDT

    With no money but more like 'when the game launches, you get this percentage of cash, that will be earnes by the game?

    How does it work

    EDIT: I guess i'm working all by myself

    submitted by /u/Tornado_Hunter24
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