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    Wednesday, November 27, 2019

    Tried creating SUPERHOT's gameplay/feel using Unity! (Full video on description)

    Tried creating SUPERHOT's gameplay/feel using Unity! (Full video on description)


    Tried creating SUPERHOT's gameplay/feel using Unity! (Full video on description)

    Posted: 27 Nov 2019 06:31 AM PST

    Wanting to create 3D environments like Stanley Parable, Beginner's Guide, Gone Home, etc.

    Posted: 27 Nov 2019 10:22 AM PST

    The title says it all. I've played these sorts of games over and over again, and I am a huge fan of their environments. Especially in the Beginner's Guide and the Stanely Parable, which I've had the most experience with, their environments feel real and very nice and polished, and I want to start doing something like it.

    Now, don't get me wrong here, I'm not planning on making a game or anything, I'm more just intrigued by the environmental aspect of it all. For instance, I want to be able to model, I don't know, a bookstore, and then be able to just walk around in it, and almost feel like I'm actually there, Those types of things are really cool to me and I've always wanted to be able to try my hand at doing that, maybe even being able to package it as a small program and sending it to other people so they'll be able to walk around in my fake environment as well.

    Now that I've said all of that, I only have one problem: I don't know where to start. In the beginner's guide, the narrator says that "Koda" (or however you spell it) used source to create all of his environments, but I've also seen people who use unity or other programs to do these sorts of things. Keep in mind, I'm pretty much a beginner. I've had a little bit of experience with Unity and coding in python, but I am very open to the idea of learning a program to the point where I can be able to do these sorts of things. If anyone has any tips or suggestions, or can even point me in the direction of where I need to go to learn these things, it would be greatly appreciated. Thank you for any suggestions you may have!

    submitted by /u/Sehedra
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    How is your Twitter going? - 12 tips to improve it

    Posted: 27 Nov 2019 06:08 AM PST

    I wonder what is your experience with Twitter when it comes to promoting your game?

    I am especially interested if you were able to grow your account and get lots of engagements without spending $0 or with very little $?

    I will now tell you about my experience with Twitter.

    Here is my profile in case you would like to check it for yourself: @Unusualsoft

    I am there since 2011, but I was pretty much inactive between 2012 and 2018. I have started using it again to promote my upcoming retro platformer in the fall of 2018 (but again with breaks). I am super active there for the last 2 months.

    First I will tell you how I got my followers:
    2011: 0 to about 350 followers: By posting low engaging tweets and following others.
    2012-2018: I still had about 350-450 followers, I was not posting almost anything.
    2018-2019: From 450 to 1561: I explain below.

    From 450 to about 900: I have done a giveaway for a community of my existing game. About 450 people who knew me followed me in 3 days. Some created their account just to get the prize, but a nice portion of these followers are valuable.

    So at this point I had more than 900 followers, I would say probably about 300 of them was active and interested into my content.

    I have started posting better tweets (almost only gifs and videos) and using better hashtags. I have also started to post on the right time (when my audience is engaging the most).

    This way I was able to grow from 900 to 1560.

    660 new, highly valuable followers, who discovered me thanks to my interesting tweets. Out of those 660, I gained 150 thanks to a paid ad (I paid about 45EUR for them, 0.30EUR per follower).

    I will probably not use the ads too much in the future, because most of these relatively cheap followers came not from the most valuable countries. I also prefer to have followers who discovered me naturally.

    Some Stats

    As you can see I have gained 201 new followers in the last 28 days (29 from that number by paying 10EUR and 172 for free).

    My last 28 days on Twitter.

    More Twitter Stats.

    A tweet with 10 000 impressions, can bring you about 30-50 new followers.

    Tips how to growth your Twitter account and promote your game:

    Tip 1: Interesting game that looks interesting too.
    - You need an interesting game, otherwise people will not care. If your game will not look interesting enough for people to press "Follow", do you think they will spend money to buy it when you release?
    - When you have an idea for a game, ask yourself who will play it? What is your niche or niches? For my upcoming game I aim for people who played NES and also for speedrunners. I know retro players are older now, so making a game with childish graphics, would not resonate with them. On the other hand, Castlevania is still very popular among these people and the spooky theme is something that older players will love to play. Plus you will have a nice spike on Halloween for sure. Look at the game I am making to see what I mean:

    Vampire vs Devil - my spooky platformer (work in progress)

    Tip 2: Post at the right time.
    Go to your Media Studio on Twitter and make sure you post when your followers are engaging the most. If you can't post at that time, use the schedule feature. If you have more than 1 tweet to post, don't post them one after the other, left 1 hour or more between them.

    Media Studio Insights

    Tip 3: Use up to 4 best hashtags per tweet.
    - Use https://ritetag.com/ to find good hashtags (with high exposure and good retweets to unique tweets ratio).
    - Change some of them from time to time
    - I would suggest these, depending on your game: #gamedev, #indiedev, #indiegame, #pixelart, #screenshotsaturday, #indiedevhour, #madewithunity, #gaming, #game

    Tip 4: Post almost only Videos and Gifs.
    Videos and Gifs are the most engaging type of content. I would suggest you to use them in almost all your tweets. Monitor your Twitter Analytics to see how engaging your tweets are and improve them.

    Tip 5: Don't advertise, start a conversation.
    If you will make all your tweets look like advertisement, people will lost their interest. Instead talk to your audience. Ask them questions, let them be part of your development process. They will like it and at the same time they will help you make your game better. I have already implemented many suggestions from people who saw my game. I have even redesigned the whole look of the game because of 1 single comment (most of the time it would not be wise to do so, but it was in the very early stage and after the experiments I made due to this comment, I decided the new look will work better).

    Tip 6: Follow other developers and answer to their tweets. Retweets their projects too.
    They will follow you back and help you spread the word about your game in the future. Answering to other tweets gives you additional exposure and a chance for new followers.

    Tip 7: Don't talk about you and your life.
    People are here for your game not for your personal life. This is not facebook, you don't post to your friends. You can post something personal from time to time, but most of the time don't do this.

    Tip 8: Post everyday from 1 to 4 tweets.
    Every tweet is a chance to find new players for your game. Use this opportunity.

    Tip 9: What to post? Your game progress.
    Are you working on a new level? Maybe new enemy? Post a short video showing what you have done today.

    Tip 10: Repost your content.
    Use Media Studio feature on Twitter to repost old videos without uploading them for the second time. People on Twitter don't mind if you post videos from the past. You just have to do it wisely:
    - Repost the most engaging tweets from few days before.
    - Add some new value to the tweet by changing the content of it (the text). If last time you were announcing your new trailer, next time you post it again, but instead of "announcing" it, ask what people think about it. The third time you will post it, tweet something interesting about the features of your games. See my Twitter profile to get a real life example how I post the same videos many times. I have posted some videos 10 times and I have been able to get many retweets and likes, many times from the same people who already engaged in the past.

    Tip 11: Don't massive follow others!
    Don't try to follow others in hope they will follow you back. This is useless. Even if you will gain some followers that way, they are most likely following you just to follow you back, they don't care about you or your tweets. You will only harm your profile by doing it. Your tweets will automatically look worse to the Twitter algorithm and your profile will look worse to people who see it. If you follow thousand of people it tells me about you, that you don't read and don't engage with the tweets of your followers. And if you have thousands of followers but only 0 or 1 like under your tweets, it looks super suspicious, spammy and bad.

    Tip 12: Your profile.
    - If you are 1 person company use your real name and photo.
    - Create a nice bio. Don't use hashtags there or links. Tell EXACTLY what you are doing, if you say there that you "like sports and music" people will not care. If you say "I'm making bloody shooter for PS4" that might interest the right audience. The bio needs to fit to the content you posting.

    Tell me what you think and what is your experience with finding new players for your game on Twitter. Maybe you have some additional tips for me and other devs?

    submitted by /u/Maniek86
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    Hair Geometry From A Photo: Could Speed Up 3D Modeling Hair In The Future

    Posted: 27 Nov 2019 08:52 AM PST

    Humble currently has an Unreal Engine bundle. I've never developed a game and I'm not a programmer. I'd like to know if it's worth looking into.

    Posted: 27 Nov 2019 11:45 AM PST

    Humble's Unreal Engine bundle

    I'm completely perplexed when it comes to programming. I write about games on the side, sure, but programming might as well be Martian to me.

    Having said that, I also want to continue improving my skill set. I guess it's partly to have a hobby that I can develop (pun intended), as well as something that'd further enrich my enjoyment of games.

    Is that bundle worth looking into? Are those programs and courses viable for a newcomer? What are some suggestions you have when it comes to those who are trying to get into game development (primarily) as a hobby or just as a means of improving one's skill set?

    Thanks.

    submitted by /u/jasonrodriguez_DT
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    If anyone interested in building small cross-platform 2D games from scratch in C++/OpenGL, Here is the source code to this game.

    Posted: 26 Nov 2019 03:37 PM PST

    The $0 Marketing Game Guide by Kitfox Games

    Posted: 26 Nov 2019 03:27 PM PST

    College and Game Development

    Posted: 26 Nov 2019 09:34 PM PST

    More than anything else do I want to make video games. However, after pursuing a CS Bachelors for 2 years I feel like I'm never going to get where I want to be. A year back I was teaching myself Unity and Blender and was having a blast. I was so happy and motivated that days would just fly by and I would constantly think of the things I could create. This stopped when school resumed and I feel miserable. Nothing that I'm learning feels like it'll apply later down the road. Does anyone have advice on what I should do?

    submitted by /u/ShadowScorp99
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    I've made a Discord focused on Game Development, for anyone, from a beginner to professional :-)

    Posted: 27 Nov 2019 04:10 AM PST

    Hi!
    I've made a server focused on any kind of game development, and I wanted to share it!

    It's a very young community, but it's very friendly and chill.
    Anyone is welcome, I hope you enjoy your stay. :)

    https://discord.gg/wsbA6sq

    submitted by /u/AlexNightmares
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    Your input loop has a bug that makes your game 67ms less responsive

    Posted: 27 Nov 2019 08:48 AM PST

    If you check the input of a player like below, you are doing it wrong:

    if (left key pressed) { go left; } else if (right key pressed) { go right; } 

    When the player presses the right key and then switches the direction by pressing the left key, for a short period of time (0ms to 144ms, 67ms on average) he presses both keys.

    Let's look what will happen during these 67ms while you use the code posted above:

    1. When player goes LEFT first and then switches to RIGHT, he will still go LEFT during these 67ms.

    2. When player goes RIGHT first and then switches to LEFT, he will go LEFT immediately (0ms).

    So the 2nd scenario is OK, but the 1st scenario (which happens probably about 50% of the time for most games) is wrong and makes your game much less responsive. On top of that your game is more responsive in one direction than the other.

    The proper way to check input is to make both scenarios waste 0ms during direction switching (when both keys may be pressed for a few frames).

    Do you have this bug in your games? Or maybe you figured it already and fixed?

    I will add a pseudo code from my upcoming platformer to make it easier for you to implement this.

    if (both keys pressed) { if (both keys not pressed during previous frame) { switch direction; } } else { if (left key pressed) { go left; } else if (right key pressed) { go right; } } 

    Let me know what you think

    submitted by /u/Maniek86
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    New map in draft. Have you any thoughts about interactive objects in battle? Read details below.

    Posted: 27 Nov 2019 12:30 PM PST

    Behind the scenes game development

    Posted: 27 Nov 2019 12:26 PM PST

    Hey guys. Do any of you know good videos showing "behind the scenes" game development? I know most of this stuff is confidential but maybe there's a studio out there that likes to share these stuff.... I mean programming, art, etc...

    submitted by /u/MarcCDB
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    How to display the real-world weather in your game using DarkSky's weather API

    Posted: 26 Nov 2019 05:16 PM PST

    If Quixel is free for Unreal...

    Posted: 27 Nov 2019 12:07 PM PST

    ... can't I download all assets for free and then copy them onto a Unity project?

    submitted by /u/DickleInAPickle
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    Hi Everyone! If you like to include new rain, hail & thunder sounds in your game productions, I recorded over 5 GB in Denver, Colorado & you are more then welcome to use them. Greetings, Marcel

    Posted: 27 Nov 2019 11:54 AM PST

    Beginner : Multiplayer p2p chess game.

    Posted: 27 Nov 2019 07:57 AM PST

    Free HTML5 Game Hosting

    Posted: 27 Nov 2019 11:21 AM PST

    What will be the primary programming language for major game devs in 10 years?

    Posted: 27 Nov 2019 11:02 AM PST

    I'm curious to hear people's thoughts on this.

    Obviously right now C++ is king, especially for AAA studios. C# has gained some traction mostly thanks to Unity.

    But the trend for programming languages is that higher level languages eventually replace lower ones, as processing power gets better and higher level languages become more efficient.

    I was wondering what you think the dominant programming language for game dev will be in 10 years? Will it still be C++, or will another language like C# take over completely? The fact that C was deprecated in favor of C++ for game dev is good evidence it is very possible that another language will deprecate C++.

    Or perhaps C++ will remain the gold standard for a very long time (10 years+) due to manual memory management, which higher languages like C# do not have?

    submitted by /u/Valachio
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    eGPU for MacBook Pro Game Dev

    Posted: 27 Nov 2019 07:02 AM PST

    Hello all!

    I'm solo, working on making a game in Unreal on my 2018 MacBook Pro. I'm also using blender and substance.

    I'm considering investing in an eGPU to beef up my performance. Any tips, suggestions on eGPU set ups or graphic card suggestions. My budget is around $600 right now. Worth it? Is RTX the way to go? Will it even make a difference?

    Thanks!

    submitted by /u/PlumsAplomb
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    Im thinking about doing a season two for my game programming series using F#, curious if anyone wanted to team up or have any input.

    Posted: 27 Nov 2019 07:02 AM PST

    Simple, isometric CoC style city building game, any Unity (or GameMaker?) tutorials available?

    Posted: 27 Nov 2019 04:24 AM PST

    I want to create a lightweight Unity game that would be isometric city building with zoom like Clash of Clans. No online, just single player, very simple, only city building, nothing else. Choose a building and place it on the map. That's it.

    Are there any simple tutorials for this?

    Most important notes: - Has to be optimised (minimum lag) - Has to have option to export to Android, MacOS, Windows, iOS. - Simple, simple, simple (single player, isometric map, zoom in, zoom out, choose a building and place it or rearrange them)

    And is Unity 2D best fit for this or game maker?

    Any advice would be much appreciated.

    submitted by /u/treparation
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    Looking for a list of games using a "mixed pixel art" style for research

    Posted: 27 Nov 2019 01:57 AM PST

    Hello! I'm doing some research and I'm looking for games that mix pixel art with other artistic styles or recontextualize it in a different context, like 3D environments. Anybody has any recommendation?

    I'm thinking about things like Octopath Traveler or 10SII by Owch, basically anything that uses pixel art with anything that isn't taken directly from retro games (or just sprites in a 3D environment like in the first few Elder Scrools games).

    submitted by /u/MrMandolino
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