How to make PS1 style graphics |
- How to make PS1 style graphics
- Publisher Denied My Game Because of Custom C++ Engine
- Been working on the environment and water in my fox game for weeks. Finally got it working well and I'm so proud! Using a sinus-shader I made in Unity for the waves (details in comment).
- Great talk about indies with no time and no budget. Pure determination.
- What Does A Healthy Publisher/Developer Relationship Looks Like
- Steam is removing hundreds of games from the store atm
- How to handle resources and other time-based production in a browser RTS?
- Need recommendations for Unreal Engine 4 courses online ($$)
- Community-driven development - Giving your followers a voice in the development process
- Rotate a Vector 3D by a small amount
- How to gain Game localization experience? (ENG-JPN)
- A pluggable Entity Component System based engine, editor and SDK (video demos / free download)
- Why Godot Over Unity or Unreal Engine?
- How master server finds number of player on each game server
- Need recommendation for which engine to use
- Exploring HTN Planners through Example (from Game AI Pro 1)
- Sandy Gordon: Yacht Club Pixel Artist Animator
- Steamworks, Valve index and EU VAT
- Copyrights! I create game 'starring' famous characters from cartoons
- Making a 2d platform game in c++ /sfml
- What college classes are most useful to a game developer?
- How we combined multiple art-styles from film and comics to create the noir aesthetic of Interrogation
- How can I remove the surface of an object like this in Unity?
- Regarding Immanitas Entertainment GMBH and why I did not go with them
- PSicture extracts distorted
How to make PS1 style graphics Posted: 25 Nov 2019 09:38 PM PST |
Publisher Denied My Game Because of Custom C++ Engine Posted: 26 Nov 2019 04:17 AM PST If you intend to sell and make money by making games, you know that writing your own engine will take a lot of time. However you may not be aware that writing your own technologies can also cost opportunities and partnerships. You will need to keep that in mind as well. This is my story on how I learned that lesson the hard way: Note: I went into the publisher search just checking out what opportunities may exist as my game development stream viewers were pushing me to try. The PitchIn September 2019 I prepared Turbo Boom! to be pitched to several publishers. After spending many days polishing and tweaking that content, I sent 25-30 emails. The publishers that received this email were chosen based on their interest in racing games, or action based games that are similar enough to Turbo Boom! Throughout October the responses came back, most of which included, "unfortunately not a fit at this time" along with enough information to show they took my pitch seriously. One publisher even asked more questions about targeting mobile platforms after initial desktop launch. I knew discussing how my custom C++ engine did not support mobile at this moment would be a ding. So I let the publisher know that mobile wasn't supported and included a realistic estimation of how long it would take to add that support. I was very confident in this estimate as my engine has been partially working on iOS for some time. They took that answer well enough, and went to review it with the rest of their team for a week or two. Unfortunately the next response was them letting off the hook with a not so subtle hint to the reason being my custom engine and the risk it added. It makes sense.A custom engine has a lot more unknowns, especially to publishers who are not typically developers. Based on the response had a major engine (Unity, Unreal) been used, "that just works" in the eyes of non-developers, my game may have had a publisher. But that is okay, I like doing things my way. It is just a lesson learned that the custom engine can also cost opportunities based on the perceived, and actual, additional risk that is increased with custom technologies. As an indie developer taking a look at things from a business perspective is important and I already knew custom engine development was time consuming, costly and adding risk. It wasn't until this response that I became aware that risk extends to opportunities and partnerships. Others pursuing similar paths should be aware of this. [link] [comments] |
Posted: 25 Nov 2019 12:25 PM PST |
Great talk about indies with no time and no budget. Pure determination. Posted: 26 Nov 2019 09:27 AM PST |
What Does A Healthy Publisher/Developer Relationship Looks Like Posted: 26 Nov 2019 07:37 AM PST |
Steam is removing hundreds of games from the store atm Posted: 25 Nov 2019 10:22 PM PST |
How to handle resources and other time-based production in a browser RTS? Posted: 26 Nov 2019 09:06 AM PST Hello guys, I'm building a game inspired by Travian, Ogame etc. I'm not an experienced developer and I'm not sure what is the best practice on handling time-based productions. Basically, if I have a metal mine and a stock of metal on a planet. What would be the best way to handle the production of metal? Should I update all values in database every second or less for every production for every player? Should I just keep track of last accessed timestamp and calculate current value only when accessing the value when needed? Should I do both so that the player can see his stock growing over time on the interface? Thanks! [link] [comments] |
Need recommendations for Unreal Engine 4 courses online ($$) Posted: 26 Nov 2019 09:04 AM PST I'm looking for an online course in Unreal 4 that I can take when I get off work everyday. I recently had to turn down an opportunity to take game design at full sail do to an unforeseen financial issue and I want to take my education into my own hands. I don't mind paying, even a large a amount, but I would really like to learn. I work 8 hours a day M-F so I would have to do a large majority after work or during the weekend. I have experience using Blender Game Engine but no programming experience other than very minimal JavaScript and Python. Do you guys know of any way to learn this stuff but in a course format? I feel like just watching tutorials makes me get frustrated and discouraged, so an online course with tutorials, comparison files would be great. Feel free to PM if you offer courses like this or something similar. We can work out payment as well. [link] [comments] |
Community-driven development - Giving your followers a voice in the development process Posted: 26 Nov 2019 06:10 AM PST |
Rotate a Vector 3D by a small amount Posted: 26 Nov 2019 12:07 PM PST So I have a 3d vector (Javascript + Three.js, but it doesnt really matter, since this is not dependant on language) and I want to rotate it by a small amount in a random direction. The background is, I want to have a random weapon spread in a 3d shooting game, so I have a vector where the player is aiming, but need to rotate it slightly in a random direction by a max angle. [link] [comments] |
How to gain Game localization experience? (ENG-JPN) Posted: 26 Nov 2019 01:36 AM PST Hi, I'm a game artist who's also bilingual and wants to gain experience in game translation/localization. I was recently declined from a job due to lack of game translation experience (I used to do more technical translations in a different field) and would like to know where I can look to get some work. Anyone have ideas to where i can find game devs in need of help? [link] [comments] |
A pluggable Entity Component System based engine, editor and SDK (video demos / free download) Posted: 26 Nov 2019 07:23 AM PST Hi - Just a quick post of a couple of demos of an OpenGL 3.3 Core Profile plugin-based engine / editor and SDK for Linux, macOS and Windows I've been working on in my spare time and wanted to share in case it's of interest. It can be downloaded (free) from : www.fireflytech.org DEMO 1 - Creating an OpenGL "Game" on Linux in < 1 minute: DEMO 2 - Extending the engine by creating ECS (Entity Component System) plugins: Very much a work in progress so apologies in advance of any bugs [link] [comments] |
Why Godot Over Unity or Unreal Engine? Posted: 26 Nov 2019 10:48 AM PST |
How master server finds number of player on each game server Posted: 26 Nov 2019 10:34 AM PST I am making a browser multiplayer game which has multiple game instances running on separate game servers(servers are in different regions ).Client connects with master server to get ip, port and number of players of all game servers. How do game server share info like player count , ip etc with master server? [link] [comments] |
Need recommendation for which engine to use Posted: 26 Nov 2019 10:29 AM PST So i want to make a game like Fallout 2 or Planescape torment which engine would i use and what language i need to learn. But i only know python and have only a bit of experience with game making. [link] [comments] |
Exploring HTN Planners through Example (from Game AI Pro 1) Posted: 26 Nov 2019 10:26 AM PST |
Sandy Gordon: Yacht Club Pixel Artist Animator Posted: 26 Nov 2019 10:11 AM PST Yacht Club Games Pixel Artist Sandy Gordon goes in detail on his journey of becoming a pixel artist! I learned how valuable the skill of turning big ideas into small projects that see the light of day! [link] [comments] |
Steamworks, Valve index and EU VAT Posted: 26 Nov 2019 09:45 AM PST Hello, If my private steam account is linked with steam works, can I purchase Valve Index for a business use and put my VAT ID on an invoice? [link] [comments] |
Copyrights! I create game 'starring' famous characters from cartoons Posted: 26 Nov 2019 09:44 AM PST How do I know if I need permission to use (for example) Winnie the Pooh, Batman, Moomins, Duffy Duck etc. in my game? [link] [comments] |
Making a 2d platform game in c++ /sfml Posted: 26 Nov 2019 09:43 AM PST hello everyone, i will start a project for university, a 2d platform game similar to megaman. i don't really know what classes and attributes should be involved, so i would like to know your thoughts so that i can firstly draw the uml (i must do this). thanks a lot :) [link] [comments] |
What college classes are most useful to a game developer? Posted: 26 Nov 2019 09:39 AM PST |
Posted: 26 Nov 2019 09:10 AM PST A colleague of mine wrote a small article about how we came up with the noir look of Interrogation, a game we've been working on for two years. Hope you will enjoy it / find it useful. Feel free to ask any questions in comments here or on Gamasutra "It was naturally a dark and serious kind of game, from the writing to the topics that we were approaching (extremism, radicalization, authority abuse etc.) and so we knew we wanted an aesthetic that sends off the same vibe. So we decided to go towards the tested aesthetic for hardboiled storytelling: noir…. …..As we started working more seriously on the game, the first thing we realized is that we have some serious UI issues (that I'm not going to go into right now) but also that it's weird to have a game in which you interrogate suspects, but in which their faces never move. Knowing that we can't employ the same solution as Rockstar games, whilst wanting to give players realistic facial expressions, we turned to an old-school animation technique called rotoscoping….. …...Every little graphical decision was taken after multiple tests. How visible should brush-work be on character's faces? How thick should comic-book-like sketchy-lines be on their clothes? Should we outline their noses? How thick should that outline be? Should we have a similar blending style on objects on the detective's desk? Should you see the paper grain? What font looks best? Should speech bubbles be round, or square, or square with rounded edges? Should we maybe make the outline of speech bubbles look old and worn out? " [link] [comments] |
How can I remove the surface of an object like this in Unity? Posted: 26 Nov 2019 03:02 AM PST |
Regarding Immanitas Entertainment GMBH and why I did not go with them Posted: 26 Nov 2019 08:57 AM PST I get a fair amount of messages asking me about them and I figured a thread would be better. I did not go with them because their website looks really shady and their terms were not good. Also, to quote u/zdok
[link] [comments] |
Posted: 26 Nov 2019 08:53 AM PST I was trying to extract some PS1 textures on PSicture which worked but they're all distorted. These textures are from WCW vs The World. The file was extracted from was a bin. file. Is there away to fix the images or find a better plugin for PSicture? Thanks! [link] [comments] |
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment