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    Monday, December 2, 2019

    Creating a game with community driven development (infos in the comments)

    Creating a game with community driven development (infos in the comments)


    Creating a game with community driven development (infos in the comments)

    Posted: 02 Dec 2019 03:48 AM PST

    The Legend Of Zelda Level Design Documents (Blank Template PDF download in the comments)

    Posted: 01 Dec 2019 07:32 PM PST

    Localizor - A community driven translation platform

    Posted: 02 Dec 2019 07:16 AM PST

    Hi all gamedevs!

    We're currently building a new crowd translation tool. It's called Localizor and you can check it out here: https://www.localizor.io/

    Developers are already using our platform exclusively for translating games like Startup Company, Overcrowd, Airport CEO, Nova Drift, Parkasaurus, Another Brick in The Mall and Space Engine. We got more than 2000 active translators waiting for work to be done.

    Therefore we would like to invite all of your games completely free of charge. We just need experience. It won't really require any work from you, except importing new translation files when the community has done it's thing. Our only requirement is that your game is available on Steam and your game is compatible with either JSON (key/value) or CSV (2 columns).

    Anyone can sign up directly on the website. We hope you like it! Feel free to comment any questions you might have :-)

    Mods: I'm sorry if I'm breaking any community guidelines. I couldn't find any mentions of this specific scenario.

    All the best,
    Jonas

    submitted by /u/jhovgaard
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    Here's my latest Royalty-Free Music. It's an Epic Retro Gaming rock track, and it's free to download ! Feel free to use it in your creations !

    Posted: 02 Dec 2019 10:57 AM PST

    World Sports Hero (android only) - the Olympic Sports Game that I`ve been developing for 4 years, but that now I think is time to give up on. (long post)

    Posted: 02 Dec 2019 07:46 AM PST

    https://drive.google.com/open?id=11EF6sxv4npw4eBKJpzwW9xfhKIX1sMQZ(The link is an apk of the game)

    This is a very hard moment for me and I would like to share with you my (failed) gamedev story.I am a fairly creative person and enjoyed games most of my life. For several years I imagined developing games until a College near my home opened a Game Development 3 years course. I was in the first class with 80 other and only me and another student graduated after 3 years (other students took longer) being the first ones graduating. I was 30 yo graduating and wanted to change professions, I am now 34 and I`ve been also a sales rep for 15 years.

    The 2nd year in college I started working in a collaborative project that didn`t went through, and a year later I continued development of a rpg tower defense game that I had started as a project in class. As a game developer I have a very difficult time when trying to keep things simple while keep things interesting and financially viable. I think I do better creating more complex stuff and that is a huge problem. So this game is still in development, and despite having a lot of features and lots done to it, it`s still in production.

    The year after I graduated I met a former partner that was willing to invest in an app idea. The app idea didn`t seem viable and after several meetings we decided to invest in other project that is the game I brought up in the title and reason of this post.

    I like to think the game had an original gameplay, combining Guitar Hero style of gameplay and the Olympic universe. Also all 10 different events (running and swimming) are unique in it`s gameplay, some more similar than others. One of my goals developing the game was that every event would have a deep learning curve allowing for you to always get better and get better results over time.

    The development of the game started early 2016 and aimed to be ready for RIO 2016, the idea was to make it simple enough to be ready by august. We had a small team of developers, at some point 5 people were working full time and 2 more as freelancers. Their salaries were cheap though, since we didn`t had too much of an investment and hired college graduates. Some of the people underperformed while others were super workers, but the fact is we had no real experts in the team since there were no budget for it. Besides the CEO, I was the Game Designer and a programmer.Sadly we didn`t had a proper game ready on time and my ex-partner wanted to rush the project as much as possible. We ended up launching a very unfinished version of the game in september 2016 and was a mild result. With a help of a 3rd party youtube channel the game ended up having more than 700k downloads with a 4.1 score, despite not working in some phones and most of the bad reviews being about not being able to play or other bugs they found.

    Despite the good numbers the game was in a bad spot, people didn`t kept playing the game (they had no incentives to) and it wasn`t monetizing properly (we didnt make more than a couple hundred of bucks in ads). But the real problem arrived when the IOC (internationl olympic comitee) demanded us to change the name of the game Olympian.

    After that we than decided that we would re-work on an upgraded version of the game and try to focus on all the things that weren`t working. We were focusing on making the whole game more appealing. We planned to add Campaign, collectibles, different scenarios, a guided progress, rewards, multiplayer and etc. Our multiplayer it`s even real time for mobile and works very well in this version I shared.

    In the meantime, I was struck with tragedy in my family when the mother of my 2 daughters died at the age 28 in october. So I was a very shaken and not a very emotionally stable person. All things combined put a number on me.

    Back to the game, after a few months even more problems occur when we realized all the things we wanted to add would take much much longer than we planned. My partner (that was the one paying the salaries) quit the project and all but one developer quit or was fired since I couldn`t afford much alone. I also couldn`t commit much of my time to the project since I had to focus on making a living for me and those around me and the game was just a long bet.

    Despite the guy still working being a very good developer, a talented programmer and ilustrator, there is so much that can be done by a single person. So in the last 3 years the progress was very slow, with sometimes shifting focus to the other game we are working on (the rpg tower defense). But now that we are several months away from the next Olympics, I am realizing the game won`t be ready by Tokyo 2020 since I won`t have money to hire a bigger team and rush.

    I realized that is time to pull the plug.

    The fact is, I think I did a good job as a Game Designer but I failed as a Game Developer and all that happened was completely my fault and my lack of experience about it all.

    I am sorry to bring to you an unsuccesfull story, but I really wanted to share with other developers online, with people that can understand how hard is the give up something we build for so long and offer some kind words in hard moments like this. Maybe deep down I am also looking for a light in the end of the tunnel, but I know its unlikely.

    For anyone that read this far thank you so much

    submitted by /u/dpysushi
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    Does anyone else freeze up when it comes to building your actual storyline/locations/quests?

    Posted: 02 Dec 2019 08:31 AM PST

    I've been working on my game for 2 years, and I'm amazing at creating little systems to use in my games. I just never stop. I'll make moving platforms, interactive hairstyle selectors, cut scene logic, all the building blocks I need to flesh out an actual game.

    But when it comes time to actually place these items in a scene in such a way as the player will actually be playing through them, I freeze up. If I'm working on a level and I find a bug, I'll think "Oh thank god" and just work on fixing the bug because it's easy and I know what to do to fix it.

    I guess I have some kind of anxiety related to creating what's ACTUALLY going to be played rather than the pieces you use to build the world.

    So how do you force yourself to start building out ACTUAL content for your game and not just the building blocks?

    submitted by /u/danokablamo
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    Games in URL

    Posted: 02 Dec 2019 09:42 AM PST

    I'm trying to search for games in URL, I've seen Tetris and some chicken alien shooter some time ago, but I can't find them right now.

    Found only those (not the ones I've seen before):

    https://url-zombies.glitch.me/

    http://probablycorey.com/url-hunter/

    https://demian.ferrei.ro/snake

    Found also this project https://github.com/MatthewRayfield/url-bar-games but it don't work on GNU/Linux, when I've tested and it open multiple popup pages to create matrix of characters (I seeking games in single URL of the page).

    Do you know any others (maybe that tetris or chicken shooter)? I want to create a list of those games.

    submitted by /u/jcubic
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    Complete Anarchy/Social Experiment game

    Posted: 02 Dec 2019 11:40 AM PST

    Good day to all of you.

    So i want to share with you the idea of a new game concept. It basically consists of these features:

    • open world
    • MMORPG
    • Survival
    • No Npcs
    • No Quests

    So the idea is to just throw players in a world with environment hazards, give them weapons and the ability to interact with others. It should be easy to form social groups and give rankings so they can elect their leader. The aim should be to survive as long as possible.

    So yeah a bit like Hunger Games but bigger.

    It would be interesting to watch clans fight for a better territory or forming leagues.

    What to you think? Is there already such a thing(i didn't find anything like that). Would someone be interested in developing/playing such a game?

    submitted by /u/ghostworld073
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    In Withstand: Survival, I work on many vehicle-related features. You can build and connect many trailers and carry stuff or tools. You will need to use your car in dangerous zones like - poisoned swamps and acid rains to travel safely. There also will be fuel system. What do you think?

    Posted: 02 Dec 2019 11:06 AM PST

    What Does A Healthy Publisher/Developer Relationship Looks Like - Gamasutra: Ryan Sumo's Blog

    Posted: 02 Dec 2019 06:37 AM PST

    How to get into the industry

    Posted: 02 Dec 2019 08:55 AM PST

    23 and always loved video games and always wanted to be a part of making one. Not sure what aspect of it but Designing and writing seem the most interesting to me. Getting in the industry seems daunting and I also am worried BC learning to program seems hard too. I have a bachelors and history and am in law school. What can I do to get in the industry and where do I even start? Thank you to all

    Edit: also I don't even know what video game design even encompasses

    submitted by /u/sman1027
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    UX Design Briefs

    Posted: 02 Dec 2019 06:07 AM PST

    Hi! I'm new here and so this has probably been asked many times before, but does anyone know where I can get random briefs for UX design? I'm looking to be given something random, for example, "Skill Tree for a Space based RPG game".

    Thanks in advance.

    submitted by /u/mattmitch_
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    Client-Server Spoofing Vulnerabilities

    Posted: 02 Dec 2019 07:52 AM PST

    Hello, ive created a working authoritative client-server system for my game however im wondering if packet sniffing+modification is a real worry i should be developing for.

    I read some information that other Client sniffing the packets of another client is pretty much impossible since the packets are routed through their ISP. Therefore: should i only worry about the client causing problems for the server, instead of also worrying about clients causing problems for other clients?

    Currently im encrypting every packet sent by the client including movement commands such as 'move left'. My idea is that this will make packet-sniffing fail, packet-modification fail, and packet-spoofing fail.

    If i remove my encryption doesn't that mean someone can spoof a packet by changing the packet source in the header? (thus sending game commands for another client). Usually when its encrypted i know that only the client with the secret key could have sent it, thus validating the packet source.

    I see everyone saying that people shouldnt encrypt general traffic like this, but whats the truth here!

    submitted by /u/JumboTree
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    Engine/Framework suggestions

    Posted: 02 Dec 2019 11:23 AM PST

    Hello everyone

    Can someone recommend me an engine or framework to make a game like Papers Please, preferably that supports Javascript. I have looked at some like Phaser or Gdevelop but not sure if there are other ones that fit better to what I need.

    Or does anyone know any good tutorial I can follow or project already created that I can start with to create what I'm asking?

    Thanks!

    submitted by /u/anuarml
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    Monogame Sprite Issues

    Posted: 02 Dec 2019 11:04 AM PST

    Hello, I have had some issues finding a solution to this problem (likely because I don't know how to search for it properly).

    Background: I am just playing around with Monogame and sprite animation.

    The Problem: I am seeing a gray line on the top of my sprite sometimes. I believe it is the bottom of the sprite above it on the sprite sheet, but am struggling to determine why is it happening. For my example I just used a sprite sheet of Krobus from Stardew Valley and the base blue background.

    I ma using this for a sprite sheet:

    sprite sheet

    What I want is this, and I seem to get that most of the time:

    good

    What happens maybe 30% of the time is this:

    bad

    You can see the line on top, presumably from the sprite above it ( I never have the issue when I am using the top sprite, and the line changes with the animations to match the sprite above). If I do not move the line stays, and if I move horizontally the line animates with the sprite. The only way to get it to go away is to move vertically.

    Debugging I have found that the source rectangle is correct for both instances. This is an issue I assume I could solve with padding on the sprites, but it feels like something that should have a better solution through some settings of code.

    My draw call is this:

    spriteBatch.Draw(Texture, Position, SourceRectangle, Color.White, 0, Origin, 1, SpriteEffects.None, 0); 

    with the SourceRectangle getting set in Update to:

    SourceRectangle = new Rectangle(currentFrame * width, (int)direction * height, width, height); 

    where currentFrame cycles from 0 to 3, and direction is an enumerable corresponding to a row of sprites. Width and height are 32 and 48.

    Any insight would be very helpful as I am pretty much stuck on ideas to try without knowing how to exactly even search for the issue. I have tried various things with the pipeline and spritebatch calls with little luck. The only solution I have so far is to round the position to the nearest int, but that causes other movement issues.

    submitted by /u/TheWhelmingBiclops
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    Treasure hunter game assets by hdst

    Posted: 02 Dec 2019 10:55 AM PST

    Graphic resources from the Treasure hunter game.

    16x16px

    Its includes:

    • player (check animations on gif)
    • bat, zombie, skeleton, ghost (two animations each. walking and death)
    • tileset
    • bomb, pickaxe, spikes, torch, diamond

    Check graphics you can Here (github.io. warning, sound. demo level to quickly see what you get)

    And play the game you can on Kongregate (if you have free 5 minutes. the game has a level editor, it can be fun)

    License: (Creative Commons Zero, CC0)

    https://i.redd.it/msv0ng57n9241.gif

    https://i.redd.it/pxcyecg9n9241.gif

    https://i.redd.it/hgczm06ep9241.gif

    https://preview.redd.it/hk6173e0o9241.png?width=960&format=png&auto=webp&s=86a99a48b99b1e423a1eff8c101b5e4c561e28b3

    Download: https://hdst.itch.io/treasure-hunt

    submitted by /u/HDSTgames
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    Boss Attack Patterning Help

    Posted: 02 Dec 2019 10:52 AM PST

    Hey Gamedev,

    I am first time game designer/ developer. I have actually funded my game development and hired a programmer and artists. I need some help. I understand that downloading the game isn't going to be an option for everyone, but if you want to help me out, can someone please play my game, Mobli, and consult with me on the boss "attack patterns"?

    I guess I'm asking if there's some sort of mathematical equation I need to be aware of, or if you have any advice on how I can go about patterning my future bosses, I would be so appreciative.

    I hope this makes sense to you guys. Here is a link to download Mobli

    https://toddmikeschultz.itch.io/mobli

    Thanks a lot r/gamedev

    submitted by /u/moblithegame
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    Animating a simple gun

    Posted: 02 Dec 2019 10:27 AM PST

    First of all hi all :) I have a question about animating with Blender 2.8, I'm trying to animate a simple gun nothing fancy just a barrel that goes back and forth when shooting, do i need to use bones or can i just animate it without bone archiving the same effect.

    p.s I want to use it with Unity

    submitted by /u/TwinsUltra64
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    Programs to create Sprites and textures for IOS?

    Posted: 02 Dec 2019 09:39 AM PST

    As the title says what programs, preferably free, are there to create sprites and textures for IOS games? Most tutorials I have done previously have sprites made, I wanted to go through this process on my own to get a feel for it. Any suggestions or materials others have used to learn this aspect? Mostly I want to work through not the code aspect but the ability to create a character and make it move on screen. Many videos I found provide resources but I have not found anything that shows how to really create the resources/animations.

    I know Unity and others have good resources and can do this; I am working to learn IOS so I want to stay in that wheelhouse for now.

    submitted by /u/razgriz1014
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    How to make objects react to Music

    Posted: 02 Dec 2019 09:01 AM PST

    Music Licensing Lawyer Suggestions?

    Posted: 02 Dec 2019 08:50 AM PST

    I'm independently developing a rhythm game and am at the point where several artists have agreed to let me use their music in the game in exchange for a flat, up-front fee. I now need a contract so I can have it on paper and do this all by the books.

    I've never hired a lawyer before and am not sure where to look for one. Has anyone here ever worked with a lawyer to draft up contracts? If it helps, I'm based in Denver, Colorado.

    submitted by /u/JanarikGames
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    Spider-Man 4's unreleased game has been leaked to the public. There is a video with gameplay

    Posted: 02 Dec 2019 08:21 AM PST

    How to generate procedural pixel art planets?

    Posted: 02 Dec 2019 08:03 AM PST

    So i have decided to write generators for pixel art planets. My main goal was to generate planets like this.

    My initial thought was to have simple low poly models and rasterize them with a shader or with aggressive viewport scaling.

    While that works, i found a guy (Managore) who apparently does this without any 3D rendering. In this post of his, he said he uses a bunch of noises, sines and math.

    My solution has multiple problems, such as weird pixel colours on the edges of the rasterization or performance issues. His solution seems incredibly graceful and clean.

    For the life of me, i can not figure out how he does it. How would i even start to generate such pretty planets without 3D rendering? Any ideas are greatly appreciated!

    submitted by /u/Narthal
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