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    Sunday, October 13, 2019

    How Crysis handles aiming behind the scenes

    How Crysis handles aiming behind the scenes


    How Crysis handles aiming behind the scenes

    Posted: 13 Oct 2019 09:25 AM PDT

    On Using Humble Bundle for Game Assets

    Posted: 13 Oct 2019 01:34 AM PDT

    Hi,

    so I am a solo indie game dev and I just bought the "HUMBLE MAKE YOUR CARD GAME! BUNDLE" to get some graphical assets.

    Upon purchasing the said Bundle I was unpleasantly surprised by the license.

    Basically, it states that :

    1. EXTENDED LICENCE

    1.1. A "Licence" means that the Seller grants to the Purchaser a non-exclusive perpetual licence to;(a) use the Licensed Asset to create Derivative Works; and(b) use the Licensed Asset and any Derivative Works as part of both Non-Monetized Products and Monetized Products, with no restriction on the number of projects the Licensed Asset may be used in. (YAY)

    1.3. A sequel to a Non-Monetized Products or Monetized Product is considered a separate Product in its own right and the use of any Licensed Assets howsoever in or in respect of such sequel requires and is conditional upon the purchase of a separate Licence in respect thereof (WTF?)

    So basically one can use the assets to make MyGameA and MyGameB but NOT to make MyGameA2.

    Further more, I then stumbled upon this horror;

    1. USE OF SERVICE

    ...

    (d) Your Information. The Service is only for sales of products or product rights (collectively, "Products") to end user customers for their personal, non-commercial use .

    Now, I am no lawyer but in this regard it seems Humble Bundle Terms is contradicting their own Extended License. And if you use their assets for a commercial product - it seems to me (but again I am no lawyer) that you are taking a risk of 1.d) being applied against you.

    Maybe I am being too paranoid, but I wanted to share this information with the rest.

    submitted by /u/NeuktrotiviPastuh
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    Low Poly Dungeon Generator - Houdini Digital Asset for UE4

    Posted: 13 Oct 2019 07:18 AM PDT

    Accidental discovery on manipulating player worry: making an attack less likely to kill a character actually makes it more worrisome

    Posted: 13 Oct 2019 10:37 AM PDT

    I made an accidental but interesting discovery that makes my game more interesting and keeps the players more emotionally involved. It happened, counter-intuitively (to me, anyway), by reducing the likelihood that a character will die from an attack.

    Just to give you the setting here, my game is a large-scale strategy in a fantasy world where you make squads of adventurers and send them into battle, similar to the classic Ogre Battle 64. Most character classes will automatically target the closest enemy. But rogues target the weakest enemy. This makes rogues very effective at picking off enemy casters. But it also was very frustrating to my players, who keep losing the clerics that get sent in to support their knights.

    I had been thinking of various ways to nerf rogues or introduce new strategies for countering them. Ultimately I tried something that still made rogues feel threatening--perhaps even more threatening--while making them demonstrably less of a threat. Rogues now have a 40% chance of attacking the second-weakest target instead of the weakest target.

    In my first test battle with the new rogue targeting formula, my healer would take a hit, and I would think, "Oh no, I've lost this character." But then the next rogue would attack someone else, and I would feel momentary relief, and on my turn the healer would heal herself. But then she would get attacked again the next turn, and maybe get attacked twice in a row. And I kept feeling this trepidation that I'm going to lose my main healer. But she never got attacked so consistently that I couldn't mitigate the damage.

    It wasn't until later, as I was thinking about the battle, that I realized I had just manipulated myself. Always before, when the enemy has rogues, I would see the first attack land, and then the second, and I would just know that that character was doomed. But now, even knowing what I did, and knowing that my character is actually less likely to die, I still feel that worry as the enemy attacks.

    submitted by /u/NathanielA
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    Creating a Site For My Game

    Posted: 13 Oct 2019 05:50 AM PDT

    Hello!

    I want to create a very simple site that shows off my game and later add the option to purchase the game through the site when it is released.

    Could you give me some recommendations on how to do it the cheapest/fastest way?

    E.g. should I make it with Wordpress?

    I have not worked in web design so I would mostly use presets and customise them.

    If you could link to any guides/tutorial it would be really helpful.

    Thanks for your time.

    submitted by /u/losdreamer50
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    I'm very surprised it's very easy to create a Game Loading/Saving System in Unity, as of version 2019.2

    Posted: 12 Oct 2019 07:08 PM PDT

    This took me about 2 hours in total, 30 minutes to write code, 1.5 hours to do some research on UnityEvents, invoking methods, and organizing some notes.


    C# Codes: (Each section is a separate file.)

    Your data:

    namespace TestProject { public class GameData { public string type; public string date; } } 

    Your save data manager:

    namespace TestProject { public class GameDataManager : MonoBehaviour { //Optional singleton instance. private static GameDataManager instance; //You need a reference to hold your game data. private GameData gameData; //You need a file path to your game data save file. Currently, it's pointing to a location somewhere in the /Assets folder private string jsonPath; //You need a boolean flag to prevent situations where multiple events are triggering the same action. private bool isBusy; //For Unity Editor [SerializeField] private EditorSaveLoadEvent saveEvent; //For Unity Editor [SerializeField] private EditorSaveLoadEvent loadEvent; /// <summary> /// Optional static singleton method to fetch an instance of the Game Data Manager. /// </summary> /// <returns>A nice GameDataManager object</returns> public static GameDataManager getInstance() { if (GameDataManager.instance == null) GameDataManager.instance = new GameDataManager(); return GameDataManager.instance; } void Awake() { //Initializing the GameDataManager class members. this.isBusy = false; this.gameData = new GameData(); //This is the "somewhere in the /Assets folder" path. this.jsonPath = Application.dataPath + "/data.json"; //We want separate events. Each event will invoke only 1 action, for easier event management. if (this.saveEvent == null) this.saveEvent = new EditorSaveLoadEvent(); if (this.loadEvent == null) this.loadEvent = new EditorSaveLoadEvent(); this.saveEvent.AddListener(this.Save); this.loadEvent.AddListener(this.Load); } //This is to test whether the game save data is really saved/loaded. /// <summary> /// For testing, press A to initiate the "Save Game Data" operation. Press S to initiate the "Load Game Data" operation. /// </summary> void Update() { //Making this operation atomic. if (!this.isBusy) { if (Input.GetKeyDown(KeyCode.A)) { //Making this operation atomic. this.isBusy = true; this.saveEvent.Invoke(); Debug.Log("Save event invoked."); } else if (Input.GetKeyDown(KeyCode.S)) { //Making this operation atomic. this.isBusy = true; this.loadEvent.Invoke(); Debug.Log("Load event invoked."); } } } //This is how to save. public void Save() { //(Optional) Getting a reference to the current Unity scene. //Scene currentScene = SceneManager.GetActiveScene(); //Storing the data. this.gameData.type = "Saving"; this.gameData.date = DateTime.Now.ToString(); //Parse the data object into JSON, and save it to a file on the storage media, located in the provided file path. string jsonData = JsonUtility.ToJson(this.gameData, true); File.WriteAllText(this.jsonPath, jsonData, Encoding.UTF8); Debug.Log("Saving game data to " + this.jsonPath); //And make sure the operation is atomic. this.isBusy = false; } //This is how to load. public void Load() { //Parse the JSON in the file back into an object. this.gameData = JsonUtility.FromJson<GameData>(File.ReadAllText(this.jsonPath, Encoding.UTF8)); //Read and test the loaded data. Debug.Log("Game Data Type: " + this.gameData.type); Debug.Log("Game Data Date: " + this.gameData.date); //Make sure the operation is atomic. this.isBusy = false; } } } 

    And the UnityEvent to trigger saving/loading:

    namespace TestProject { [Serializable] public sealed class EditorSaveLoadEvent : UnityEvent { //Interface only for saving and loading game data. } } 

    Essentially, you're storing all of the information into a class object. This class object is then parsed into a JSON object, which then gets saved as a text file. This is the "game saving" operation.

    And then, when you're loading all of the information from the text file, you are parsing them back into a class object. This is the "game loading" operation.

    Some time between Unity 5.X and the latest Unity 2019.2, the Unity devs added an utility class called JsonUtility, and is part of the UnityEngine namespace. This class object helps to streamline the process of reading and writing JSON files quickly.

    I'm not really sure when this utility class was added, but this utility class is really helpful for making a Loading/Saving system in your game, quick, fast, and easy.

    And I actually thought that the Loading/Saving system in a Unity game is going to be complicated. I was wrong.

    I hoped this post helps.

    submitted by /u/asperatology
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    Matchmaking algorithms in MOBAs

    Posted: 13 Oct 2019 01:56 AM PDT

    Hey all, first post here.

    Three and a half years ago, I switched from playing Heroes of the Storm to playing League of Legends. One thing that struck me immediately, and never really went away, is that League seems to have *much* worse matchmaking than Heroes. And on the face of it, that's very odd, because LoL's playerbase is massive, dwarfing HotS' playerbase--which should make matchmaking a lot easier for LoL.

    I'm interested in what sorts of things MOBAs must take into account in a matchmaking algorithm (that is, both how it assigns scores for player skill, and how it chooses to create teams based on those numbers). I understand some developers consider these separate topics, but I'm interested in both.

    I read this article, linked from this subreddit:
    http://joostdevblog.blogspot.com/2018/09/the-awesomenauts-matchmaking-algorithm.html?m=1
    That's exactly the kind of discussion I'm hoping to have. That is, what sorts of problems a MOBA matchmaker might have, and what sorts of decisions might create different results.

    Further, what sorts of data might one collect to tell whether the matchmaker is working as intended? As an example: In both games, players can "dodge", meaning they exit the game before it loads in, and they don't have to play that one. Are excessive dodges, in one circumstance, across a large percentage of the playerbase, an indication of bad games being created? Could this be an intentional escape valve, or proof something isn't ideal?

    Anyway, curious what you guys have to say about matchmaking in general. Riot is super open about almost everything in their design and balancing, but say very little about matchmaking algorithms, especially regarding smurfs, probably to avoid players gaming the system.

    MOBAs generally seem relevant here, so if all you know about is Smite, or even a game you made up yourself, I'm all ears :)

    submitted by /u/IslandofYiaros
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    Getting Into Sound

    Posted: 13 Oct 2019 09:24 AM PDT

    Hey all! I'm currently a student getting a MS in CS-Game Dev. While I enjoy my program, it does not offer much opportunity to get into sound recording/design/engineering or to learn about the more niche disciplines in game development. I would love to get into dialogue and effect recording and put work out there for the community to use if they'd like. Does anyone have any tips on getting into this side of development, or on a good place to put work up for critique or use in games while I'm learning? Thanks so much!

    submitted by /u/2in2
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    The magical properties of their gems give rings unique properties, such as increased health regeneration or move speed! (https://twitter.com/julcreutz/status/1183445248363651073)

    Posted: 13 Oct 2019 11:12 AM PDT

    Difference between Game Producer and Product Manager?

    Posted: 13 Oct 2019 10:10 AM PDT

    Hi all! Figure I'd ping this subreddit to get some context.

    Just got scheduled an interview at a small game studio for a Product Manager (non-marketing) role. Now this will be the first time I will be potentially working at a game studio. I've worked in SaaS and consumer apps previously as a product manager, so I know how to prioritize and build roadmaps for those products. Now at a game studio, there are other roles like exc producers and gameplay directors. I'd like to know the differences in responsibilities of these roles in comparison to what a product manager will do alongside with them? I love games and the process of developing one so I want to make sure that I am the right person for this role. Any tips and suggestions would be much helpful! Thank you!!!

    submitted by /u/GiantSandwichGod
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    How do modern online games check if we messed with the contents ?

    Posted: 13 Oct 2019 09:33 AM PDT

    My first thought is checksum on all the constants and then only check the variables with the server side which takes only the inputs from users and recreates it all.

    But shooting(raycast) in fps games must happen in real time otherwise we would be shooting ghosts i think. So how are they protecting themselves against switching the return values of a raycast when most FPS games favor the shooter ? How are games protected against introducing short lags to stop the enemies motion for a short second ?

    Im fine with either a short explanation or even a link to an article/video as i cant imagine how its done.

    submitted by /u/mikewirkijowski
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    What is the best game server management panel?

    Posted: 13 Oct 2019 05:41 AM PDT

    I don't know if this is the right place to ask this, but here goes.

    I am in the process of setting up a small private server and wanted to try out solutions to manage game servers.

    I am using Ubuntu Server 18.04 with apache2 as my webserver. I already have other services installed and I don't have a domain, since it's a local server. I want the panel to be preferably installed in a subdirectory(like example.com/subdirectory) or on a different port, if the panel has to be at the document root.

    I' ve seen Pterodactyl and have tried installing it, but i've had many problems installing it, like not being able to be installed in a subdirectory, requiring a FQDN for Nodes, etc.

    So, if you have suggestions, please post them. Thanks in advance. :-)

    submitted by /u/JoeJoeTV
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    I am a game designer and I worked on several indie games and jams before. I am looking for a C# programmer in Unity to help our team with developing a 2D skateboarding sandbox that will last a couple of months. (Revenue share)

    Posted: 13 Oct 2019 10:15 AM PDT

    Soundtrack Sunday #315 - High Energy

    Posted: 12 Oct 2019 11:36 PM PDT

    Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves!

    Basic Guidelines:

    • Do not link to a page selling music. We are not your target audience.
    • Do not link to a page selling a game you're working on. We are not your target audience.
    • It is highly recommended that you use SoundCloud to host and share your music.

    As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate.

    If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome!


    Previous Soundtrack Sundays

    submitted by /u/Sexual_Lettuce
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    I need a reality check, please be 100% honest

    Posted: 13 Oct 2019 09:49 AM PDT

    Hi, so... I'm 27 years old and I'm trying to figure out what to do in life. So I do have a job and I kind of like what I do, but at the same time I was thinking maybe there's something more for me out there somewhere... So I've been playing videogames for 23 years now, but somehow I never really thought about game development, until recently. So my question is this: realistically can I make a living out of being a game dev? Before you answer, here are a few facts you need to know:

    - I have 0 experience with anything, so whatever I choose in this field - I'll have to start from square one

    - I still have to pay my bills so I will have to keep working my current 9 to 5 so I will not have that much free time to study (probably an hour or two after work and then the weekend) and I will have to sacrifice my hobbies and potential dating.

    - I don't think I'm talented at all, especially when it comes to drawing. I will probably be able to handle coding though.

    - I want this to be my main career, not a side job or a hobby. Although it sounds very cool to make games, I just can't afford to do it for free, unfortunately.

    - I can't rely on an illusive chance to meet someone along the way, so I'm counting on working in a decent videogame company.

    So while the answer is kinda obvious, I'm still curious to hear what you guys think. Do you think it's possible for an average joe with no experience and not so much free time to make it as a game dev or it's a lost cause? Thank you

    submitted by /u/SteelN7
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    Can someone help me out regarding International Code/Art ownership contracts??

    Posted: 13 Oct 2019 05:35 AM PDT

    Hey there, I want to develop a game, and for that I'll need to hire some freelancers from other countries for stuff like Art/Sound/Code/Etc.

    I have read here and there that if you don't have a contract specifying that the ownership of the aforementioned stuff belongs to you, then they can simply prevent you from using that stuff, even if you paid for it.

    So, can anyone who has worked with freelancers from other countries before and has made them sign these "ownership contracts" help me out??

    I don't even know where to get started!!

    I reside in India, in case anyone would have wanted to know that piece of information.

    P.S.:- English is not my native language, so I haven't been properly able to articulate my query fully, but hopefully what I've written is enough for you guys to understand.

    submitted by /u/scrublord_gamedev
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    How to make a bomb flash before detonation?

    Posted: 13 Oct 2019 08:52 AM PDT

    Hello all.

    In Unity 2D i have a missile that triggers a 4s countdown upon collision with ground leading to explosion.

    When the missile collides i want to trigger it to flash white and get faster in flashing leading to detonation.

    I Have a script i've put together that does not work, though is error free i'll paste it at the end to see if anyone has any suggestions. I'm new to materials/shaders so am not familiar with their workings.

    Otherwise could anyone offer tips on best practise for this kind of thing? will i need to make public materials so i can drop them into the inspector? anyone know any good tuts or just a good way to approach the challenge?

    Thanks!

    Nick

    --------------------------------------------------------------------------------------------------------------------

    using System.Collections;

    using System.Collections.Generic;

    using UnityEngine;

    public class MissileFlash : MonoBehaviour

    {

    private Material MattWhite;

    private Material MattDefault;

    SpriteRenderer Spriterenderer;

    void Start()

    {

    Spriterenderer = GetComponent<SpriteRenderer>();

    MattWhite = Resources.Load("WhiteFlash", typeof(Material)) as Material;

    MattDefault = Spriterenderer.material;

    }

    private void Collision2D(Collider2D collision)

    {

    //Debugging does not show in console if written here.

    if (collision.CompareTag("Ground"))

    {

    Spriterenderer.material = MattWhite;

    }

    else

    {

    Invoke("ResetMaterial", .7f);

    }

    }

    void ResetMaterial()

    {

    Spriterenderer.material = MattDefault;

    }

    }

    submitted by /u/Oddsocks_Studios
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    How to implement Google ad consent to an Unreal Engine Blueprint project?

    Posted: 13 Oct 2019 04:59 AM PDT

    WebGL build error: Memory index is out of range

    Posted: 13 Oct 2019 07:53 AM PDT

    Hey all, I'm trying to make a WebGL build of my 2D game in Unity and im facing some problems.

    When playing the WebGL build in my browser i get the error 'Memory index is out of range'.

    What exactly does this mean?

    First i thought it meant that my build size was too large for the browser to load the game into memory. But after testing I have found that this error does not happen on larger builds.

    My build size is 76.1 mb for the record.

    Any feedback and advice is much appreciated :-)

    submitted by /u/dr2277
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    How can you balance life and game dev? Join me for a hike through the Australian bushland as I discuss this and other things learned from my years of experience as an indie game developer.

    Posted: 12 Oct 2019 06:52 PM PDT

    how can i get RenderWare Studio?

    Posted: 13 Oct 2019 07:50 AM PDT

    Hi,i was recently interested in RenderWare Engine,and i would want to make video games with renderware.But the problem is i cannot find renderware anywhere,all i can find is RenderWare SDK 3.7 and i want studio so where to i get actual Renderware?

    submitted by /u/BloxyMark
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    How do I implement parrying?

    Posted: 12 Oct 2019 10:00 PM PDT

    Currently my AI sees an enemy, gets into position, and starts the attack animation. I'm trying to do a more dynamic battle system, hopefully non-deterministic and involving a skill stat. I've read online that I could send a signal for the time when the opponent should block an attack animation, but I'm hoping I can make it so that, depending on skill, the AI gets closer or further from the right timing, instead of just standing there taking the hit in case of failure, which seems to preclude one right signal. Honestly, I'm a bit stumped. Any suggestions?

    submitted by /u/MeekHat
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    Using Unity - Any Tips or References/Guides for Parsing Midi for Game Events?

    Posted: 13 Oct 2019 04:00 AM PDT

    Hey guys I've been working on a Rhythm game project in Unity which plays similar to Osu Mania and Guitar Hero. Basically I have been looking into how to create a beatmap for each song in the game's library and I had been looking through old Reddit and Unity threads trying to find info on how to do so. Eventually I stumbled into a thread that mentioned midi Parsing as a way to create game events that occur at different points of a song based on the data from the midi file.

    I wondering if anyone has any tips or references on how to do this? I've looked into DryWetMIDI but I only know the basics of C# and a bit more so a lot of it is beyond my level of understanding. If anyone knows how I would implement DryWetMIDI in Unity or know of other scripts or maybe even plugins, guides, references or anything else for midi parsing, it would be much appreciated!

    submitted by /u/BearBehindTheDesk
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