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    Tuesday, November 26, 2019

    How to make PS1 style graphics

    How to make PS1 style graphics


    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 Pitch

    In 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.

    submitted by /u/timbeaudet
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    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).

    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!

    submitted by /u/pdeguing
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    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.

    submitted by /u/kennyFACE117
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    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.

    submitted by /u/jbs__
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    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?

    submitted by /u/AcrobaticHedgehog
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    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:

    https://youtu.be/algot1SCD1g

    DEMO 2 - Extending the engine by creating ECS (Entity Component System) plugins:

    https://youtu.be/E5DEkip51s8

    Very much a work in progress so apologies in advance of any bugs

    submitted by /u/bensanm
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    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?

    submitted by /u/Maximum_Somewhere
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    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.

    submitted by /u/Karlowski101
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    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!

    http://destinygamingblogs.com/shovel-knight-pixel-animator/

    submitted by /u/soniclinkerman
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    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?

    submitted by /u/ItsMango
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    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?

    submitted by /u/Martinn12
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    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 :)

    submitted by /u/koyuki1998
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    What college classes are most useful to a game developer?

    Posted: 26 Nov 2019 09:39 AM PST

    How we combined multiple art-styles from film and comics to create the noir aesthetic of Interrogation

    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? "

    https://www.gamasutra.com/blogs/AndreiDanOlaru/20191125/354643/How\_we\_combined\_film\_and\_comics\_to\_create\_the\_noir\_aesthetic\_of\_Interrogation.php

    submitted by /u/Telihking
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    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

    Sigh.

    The terms of the contract are not where your attention needs to be focused at this point in time.

    It's generally a bad idea to partner with vendors/companies that mass market via email. This is not how established, respected and successful publishers behave.

    submitted by /u/mothh9
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    PSicture extracts distorted

    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!

    https://preview.redd.it/p1tpvczu82141.png?width=258&format=png&auto=webp&s=bd7b69b3414f3655bda64f91cb8396cb17ff9c14

    https://preview.redd.it/twxvmdzu82141.png?width=181&format=png&auto=webp&s=bc2abe77d8016cd257c9f826a794cd387a88dd0d

    submitted by /u/Akumaku4
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