"A Link To The Past" Asset Insight (taken from the Mario Paint Player's Guide) |
- "A Link To The Past" Asset Insight (taken from the Mario Paint Player's Guide)
- Indie Dev Legal Tips -Lawvel 101
- We've made a character that people can use for free! Original Blender, Substance & Unity available (details in the comments)!
- Tiled 1.3 released
- Unwrapping and Placing 2D Textures Beginner Tutorial (Blender)
- Valuable gamedev lectures
- I' suck less on SFX thanks to this video
- Is there an RPG maker program for dungeon crawlers?
- How Purpose built are your shaders?
- Enemy Finding in Tower Defense
- Any recommendations for tutorials or courses to learn the basics of shaders in Unity? Most videos show the "how" but not the "what" and "why".
- Some interesting articles about marketing indie games
- Navigation and Pathfinding tutorial series including GitHub source code (Tutorial in comments)
- Creating A Hack & Slash RPG Using Unreal Engine 4
- Day in the life of a Japanese Game Programmer (BANDAI NAMCO)
- Why people prefer C# over Python in the field of Game Development?
- Detroit: Become Human - scan effect in unity
- Dialogue UI
- If OpenGL only works with 32 textures, then how does Minecraft use several hundreds (especially with mods)?
- Any advices to get better at game development? (Intermediate To Expert)
- Screenshot Saturday #461 - New Shine
"A Link To The Past" Asset Insight (taken from the Mario Paint Player's Guide) Posted: 30 Nov 2019 01:01 AM PST |
Indie Dev Legal Tips -Lawvel 101 Posted: 30 Nov 2019 06:32 AM PST Hey r/gamedev! If you cast your mind back a few months you might remember me talking about a YouTube mini-series that aims to give indies a crash course in the legal side of game development ( https://www.reddit.com/r/gamedev/comments/cj8qzu/indie_dev_legal_tips/). Well I'm pleased to say the first two videos are now up and you can check them out here: https://youtube.com/c/theindielawyer. Apologies that it's taken longer to get these going than planned, it took longer than anticipated to get all the gear/know-how together to get this project going (I still have a lot to learn on that side!). Moving forwards I plan to upload videos every two weeks (see my trello for updates: https://trello.com/b/06GE5rcR/the-indie-lawyer). Let me know if there are any topics you're after in particular! I hope the channel helps and I would be very grateful for any feedback as this is my first YouTube outing. Audio isn't 100% on the first few videos but has since been fixed! Enjoy (hopefully)! [link] [comments] |
Posted: 30 Nov 2019 10:12 AM PST |
Posted: 30 Nov 2019 07:21 AM PST |
Unwrapping and Placing 2D Textures Beginner Tutorial (Blender) Posted: 30 Nov 2019 06:40 AM PST |
Posted: 30 Nov 2019 09:44 AM PST We all know GDC, but have you ever heard about GameOn Conference for gamedevs? https://www.youtube.com/playlist?list=PLmp8iL6oJ5sdsS-opcF8_KUQQQVuBP83s I have found some valuable info there. Do you know any other gamedev conferences with lectures online? [link] [comments] |
I' suck less on SFX thanks to this video Posted: 30 Nov 2019 10:48 AM PST https://www.youtube.com/watch?v=Kux_LvRl57U [link] [comments] |
Is there an RPG maker program for dungeon crawlers? Posted: 30 Nov 2019 10:05 AM PST Is there some kind of sandbox creation programme that allows ppl with little game dev experience (and no coding knowledge) to create their own RPG? I'm talking about an isometric-view dungeon crawler with semi-realistic graphics (like Diablo 3), although I wouldn't mind if they were cartoony like Project Zomboid. But is there anything like this? Some kind of tool or programme? I'm specifically looking for something that gives a lot more freedom than simply map design, placing loot etc. I'd like control over how combat works, animation and graphical style, special effects etc. Does such a programme exist and is the sort of stuff I'm taking about possible without coding knowledge? Cos I would really like to try to make my own dungeon crawler because I've never played one I really liked to date. I like Diablo 3's isometric view, but I hate its lack of character customisation, casual hack n slash combat, and annoying as unrealistic special effects and explosions. I wanna create a DnD style dungeon crawler on my own terms but have no knowledge of how to do this. Is there any kind of RPG maker programme or something that I can use? Plz n thx [link] [comments] |
How Purpose built are your shaders? Posted: 30 Nov 2019 09:31 AM PST Shaders have got to be the death of me... I've finally managed a decent workflow for getting them from idea to game so I'm starting to think about/work on various shaders, and one thing that is continuously a thorn in my side is the idea that branching statements should be avoided in shaders.... Suppose you could guarantee that a given conditional would evaluate the same for all elements in a pass... say you branched on a uniform value? That shouldn't effect performance right, because it still only needs to run one side of each branch. Or, the following.. Should be ok as well... it's not actually a branching statement so it shouldn't cause any issues? (The only reason I ask is because googling it only showed a post where it was misinterpreted as using the ternary operation.. unless I am the one mistaken and this actually does somehow invoke the ternary operation). So... do you use a bunch of very simple shaders... basically the same thing compiled multiple times with one or two lines different, do you use the 'ol cast a bool to an int and multiple trick? Take for example the following game scene: I want to start adding stuff like making the engines glow and outlining ships and what have you... but Let's see, that would look something like ? How to keep it all organized?! I have a "RenderUnit" which encapsulates a render 'pipeline'... each RenderUnit defines it's own methods of population, but the all implement "Initialize", "Update", "Render", "Dispose". Then I have a "RenderUnitCollection", which allows you to treat a set of renderunits as a single one... call any of the Initialize, update, render, dispose and it applies it to all of them. Both the RenderTarget and The camera are parameters to the Render Method... the resources are not, they are expected to be provided during initialization or updated during an update call (This includes geometry, textures, and uniforms). [link] [comments] |
Enemy Finding in Tower Defense Posted: 30 Nov 2019 09:10 AM PST Hi! I just wanted to ask if anyone had any idea in what I could look into for enemy finding in tower defense. I have created 2 different script for it. My scripts work, but it requires a lot of resources. So in Unity profiler my script when there are a few enemies and characters in the game, it becomes very laggy. My first script adds all enemies and characters when they are in game into two different lists: one for characters and one for enemies. When the characters or enemies spawn, they get a reference to the list and then search on the list they need for targets. Ex: a character loops through the enemy list, gets distance between character and enemy to determine the distance, and then it chooses the closest one. This first script works, the only thing is after there are around 20 or 30 characters/enemies in-game, it becomes very laggy, also I am using InvokeRepeat to do this every 1 second, even so it is very slow, and I am targetting smartphones. The second script (I don't know why I did not really think it through, but it's even more expensive) is using Physics.OverlapseSphere. This second one becomes laggier even faster. The reason I tried it is because as long as there is no collition, it would not check anything. But after a few characters there are so many collisions that it becomes laggy also. Do you have any ideas in what I could look into? For example, when I was instantiating too much, I was given the idea of object pooling (which helped a lot). I appreciate any help! [link] [comments] |
Posted: 30 Nov 2019 02:50 AM PST |
Some interesting articles about marketing indie games Posted: 30 Nov 2019 08:31 AM PST |
Navigation and Pathfinding tutorial series including GitHub source code (Tutorial in comments) Posted: 30 Nov 2019 08:20 AM PST |
Creating A Hack & Slash RPG Using Unreal Engine 4 Posted: 30 Nov 2019 12:06 PM PST |
Day in the life of a Japanese Game Programmer (BANDAI NAMCO) Posted: 29 Nov 2019 04:59 PM PST |
Why people prefer C# over Python in the field of Game Development? Posted: 30 Nov 2019 05:18 AM PST I know that Unity, one of the major Game Engine uses C# for scripting purpose so most of the people will opt to learn C# rather then Python for Developing games. But I still feel it's not the only reason for choosing C# over Python . As I am new in the field of Game Development so I don't know a lot of things about it therefore I would be happy to read your answer. [link] [comments] |
Detroit: Become Human - scan effect in unity Posted: 30 Nov 2019 09:33 AM PST |
Posted: 30 Nov 2019 02:57 AM PST Hey! Is there any good read-up on dialogue UI you know of? During Playtest I had speech bubbles with text over the NPC's and protagonist's options below. Some people complained, that this is not the best option. While I am pretty sure I will leave it as it is [here goes all the listen-to-feedback thing], I do want to explore other options. Mainly - to read about how different layot works in different set-ps, etc. Aunt Google isn't much of a help in this.. [link] [comments] |
Posted: 30 Nov 2019 04:58 AM PST If I load up a huge modpack with 200+ mods, there will be way more than 32 textures loaded and possibly displayed at the same time. I don't know how the game does it internally, but even if it combines block and item textures on a single sprite sheet, that still doesn't explain the possibly hundreds of non-block textures (TileEntities and creatures) that obviously wouldn't fit on a sprite sheet. [link] [comments] |
Any advices to get better at game development? (Intermediate To Expert) Posted: 29 Nov 2019 07:27 PM PST Hello everyone, I made dozens of games, still, sometimes I struggle programming the mechanics I have in my mind (not the common ones) or/and it gets impossible to manage my code when the project scopes are bigger. Currently I am studying on shaders, game programming patterns and other useful principles that could improve my code architecture and hopefully make me have more control over my code and keep it over time while the project gets bigger and bigger. Might be a general question but whenever I see these kinds of topics, they are always about beginners, so it might be helpful for people like me trying to get better after a certain point, thanks. [link] [comments] |
Screenshot Saturday #461 - New Shine Posted: 29 Nov 2019 08:15 PM PST Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: Do you usually go out to buy something on Black Friday/Cyber Monday? [link] [comments] |
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