Make it easier to get finished: Interview with John Romero, developer of Doom |
- Make it easier to get finished: Interview with John Romero, developer of Doom
- If you are a total newbie & you aren't doing Unity's "Ruby's 2D Adventure" tutorial, you are making a huge mistake.
- Sub-Zero's Ice Ball in Unity (from Mortal Kombat 11)
- We made a video on things we wish we knew before we started our game
- Podcast interview with Jeri Ellsworth: Commodore 64 and Tilt Five AR
- Moving from AAA to Freelance Game Art - some thoughts from my first year
- Work in progress (incremental game based on Cats & Gangs)
- I want to make a mobile ccg
- Deriving the SDF of a Box
- Help with biome on procedural generation
- Need help with a stop walking animation please.
- Is it worth buying assets for Unity to test things out.
- Manipulating Meshes at Runtime with Unity3D
- Pure C sound library that at least works on OS X & iOS?
- Tips for networking with artists, designers, and composers?
- How do you get a developer/studio name?
- Nero Gameplay Preview - An Indie Third person shooter + sniper game
- Unity UI Panel Fade Tutorial
- Thumbnail Design... What do you think?
- So we created an event for next month in Orange County for Indie Devs because... traffic in LA sucks! And that there's a surprising number of Indies down here. https://bit.ly/2PiP8Ae
- Create Your Own Toon Shader with Babylon.js! Part 1
- Do You know WeeWar?
- Made a Tutorial on The Best Plugins to Use in Visual Studio Code with Unity and How to Use Them
- SFX + music for 15% revenue share of a mobile app game? worth it?
Make it easier to get finished: Interview with John Romero, developer of Doom Posted: 11 Oct 2019 06:22 AM PDT |
Posted: 11 Oct 2019 08:35 AM PDT Disclaimer: I am not suggesting that people should switch to Unity but that they should at least go over that tutorial at least one time if they want to get into game development. It explains the basics of stuff sooo good regardless of Unity. Click the link below & just read it, you don't need to install Unity or have an account. This is by far the easiest tutorial on the planet. I'm honestly speechless. I've put it off as last one in Unity's 2D mega tutorial because of the fact its 17 hours long. But, damn, I'm speechless. This tutorial is a TUTORIAL in every sense of it. It holds your hand so hard & explains everything so clearly, I would honestly recommend it for legit zero day coding people; its THAT good for absolute newbies. It covers sooo much in such a perfect detail: frames, movement, keyboard input, tilemaps, audio, projectiles, UI, animation.. just all of the basics. It even goes deeper like mentioning errors & why semicolons are important. And not only that, but they explain every part in such detail. They took one whole fucking page to explain a script with 3 lines of code. Who does that?? This tutorial is THE "I have absolutely zero experience with programming & game making in general". I wish I saw this earlier. [link] [comments] |
Sub-Zero's Ice Ball in Unity (from Mortal Kombat 11) Posted: 11 Oct 2019 07:08 AM PDT |
We made a video on things we wish we knew before we started our game Posted: 10 Oct 2019 06:35 PM PDT |
Podcast interview with Jeri Ellsworth: Commodore 64 and Tilt Five AR Posted: 11 Oct 2019 06:32 AM PDT |
Moving from AAA to Freelance Game Art - some thoughts from my first year Posted: 11 Oct 2019 12:23 AM PDT |
Work in progress (incremental game based on Cats & Gangs) Posted: 11 Oct 2019 09:55 AM PDT |
Posted: 11 Oct 2019 08:26 AM PDT For the last 2 years I've had an idea for a mobile ccg and have used it for a lot of fun brain projects. I'd like to try developing a basic model to see what I can make. I know there are a ton of great free resources out there for low budget development but the incredible amount is a bit daunting and I have no idea where to start. The most basic description for my gameplay loop is a ccg where both players take their turns at the same time (drawing, playing cards, etc.) and after a set time the turn moves to a "resolution phase" (automated combat, effect resolution, etc.) and moving onto the next turn. I'd like for the game to have both pve and pvp functionality. I have no coding experience outside of some very basic html from a high school web class. Does anyone know of any resources that could take a complete beginner and direct them in the right direction? [link] [comments] |
Posted: 10 Oct 2019 09:33 PM PDT |
Help with biome on procedural generation Posted: 11 Oct 2019 09:05 AM PDT Hi !I'm developping my own engine using LWJGL3 following ThinMatrix tutorials I'm generating humidity layer, temp layer and height layer. I would like to add biomes.I can't figure out how I should use the data?Should I have a enum of my biome like : If i do that i'll not be able to blend the biomes together, any advices ? [link] [comments] |
Need help with a stop walking animation please. Posted: 11 Oct 2019 10:25 AM PDT I have a character in my game that I am developing. I have the idle, walk, and running animations linked to an animator controller and it works fine. My question is I have another animation for the character that is a stop walking animation(like at the end of the walk) and I was wondering how to get it to play when I let go of the walk button. [link] [comments] |
Is it worth buying assets for Unity to test things out. Posted: 11 Oct 2019 11:44 AM PDT I have just started looking into gamedev, mainly as a hobby, but leaving the possibilities open in the future. I have a pretty strong coding background, even if it isn't in C#. I was wondering if it was worth buying some assets that would cut down on coding time, or if it was better to just make everything myself at first. I was looking into some of the turn-based strategy movement assets, and stuff like that. [link] [comments] |
Manipulating Meshes at Runtime with Unity3D Posted: 11 Oct 2019 07:49 AM PDT |
Pure C sound library that at least works on OS X & iOS? Posted: 11 Oct 2019 11:18 AM PDT I'm looking for a good, straightforward C library that can play sounds and music (mp3) on both OS X & iOS. If more platforms are covered that's a plus but not necessary. Changes over time (like fade outs) can be hooked to my own engine, so the library doesn't even need to handle that. Something minimal but reliable and not C++. [link] [comments] |
Tips for networking with artists, designers, and composers? Posted: 10 Oct 2019 08:51 PM PDT I was wondering if anyone has an tips of getting to know artists, graphics designers, or composers that might be interested in working on projects? I'm a programmer, and I often find myself working on projects that seem promising, but I don't have any artistic talent, and the graphics are always a huge hurdle. I'm curious if there are there any websites that are good for doing things like this, if it would be worth considering looking around campus at the university I attend, or any other tips when it comes to getting people interested in working on a project. Is offering revenue share something people find inciting, or does that normally come off as a ploy to get free work? Edit: Thanks for the tips so far! One thing I should have mentioned is that I'm more interested in advice for games that don't have a budget, and how to get people interested on projects that could potentially be profitable, but wouldn't pay anything up front. [link] [comments] |
How do you get a developer/studio name? Posted: 11 Oct 2019 12:23 PM PDT Does your dev name have to be unique? Do you have to submit a name and get it accepted or something? What's the difference between a company name and a dev name? Is there some process or do you literally just decide to call yourself/studio anything you want and that's all there is to it? [link] [comments] |
Nero Gameplay Preview - An Indie Third person shooter + sniper game Posted: 11 Oct 2019 12:20 PM PDT |
Posted: 11 Oct 2019 06:19 AM PDT |
Thumbnail Design... What do you think? Posted: 11 Oct 2019 12:13 PM PDT Hi Reddit, It's the first time I'm actually drawing a thumbnail for my games, and I'm in a "state of confusion", haha. I made two similar concepts for my thumbnail and I have no idea which one is better and also if they are looking good. A) ( https://imgur.com/VN0wUMc ) https://i.redd.it/suke2ds3myr31.png B) ( https://imgur.com/Q8DF2nT ) https://i.redd.it/voit9no4myr31.png If you have any suggestions I would be really grateful.. ^^ Thanks, Andre<3 [link] [comments] |
Posted: 11 Oct 2019 12:05 PM PDT |
Create Your Own Toon Shader with Babylon.js! Part 1 Posted: 11 Oct 2019 12:03 PM PDT |
Posted: 11 Oct 2019 11:53 AM PDT Sup, at the end of mid-00, I found a browser turn-based strategy game WeeWar. WeeWar was an online game that lets players battle each other to win the war, of course. But unfortunately, I discovered EA had shut down Weewar. I really miss this game now. Do You know any WORKING game like WeeWar? [link] [comments] |
Made a Tutorial on The Best Plugins to Use in Visual Studio Code with Unity and How to Use Them Posted: 11 Oct 2019 10:47 AM PDT |
SFX + music for 15% revenue share of a mobile app game? worth it? Posted: 11 Oct 2019 10:33 AM PDT Hello Just received an offer to do either 1 to 10 music compositions (tbd) and about 15 sound effects for a mobile app game. App is free with in-game purchases.
I'll get 15% of the revenue share and the dev team has plans to sell it a larger studio. I've never did it like this before and am a bit skeptical although I think the work involved could be done quite quickly
I was sent a sample contract too which has pretty bad grammar so i would be inclined to write one out myself. I've not dealt with contracts as a freelancer yet.
[link] [comments] |
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