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    Friday, December 27, 2019

    Put together some gameplay clips from my solo project Song of Iron. An adventure/fighter with realistic animations and an evocative mood.

    Put together some gameplay clips from my solo project Song of Iron. An adventure/fighter with realistic animations and an evocative mood.


    Put together some gameplay clips from my solo project Song of Iron. An adventure/fighter with realistic animations and an evocative mood.

    Posted: 27 Dec 2019 07:15 AM PST

    The game I wanted to play with my friends didn't exist so I decided to learn gamedev and make one myself

    Posted: 27 Dec 2019 07:12 AM PST

    I published my demo on itch.io this month, but only a few feedback so far. Could you tell me your opinion about how to improve my game and marketing?

    Posted: 27 Dec 2019 03:12 AM PST

    Until We Die - a brutal strategy game about surviving in the Metro. Making 2d lights with the help of normal maps.

    Posted: 27 Dec 2019 06:40 AM PST

    Shigeru Miyamoto's Hiring Process (link in comments)

    Posted: 27 Dec 2019 04:52 AM PST

    Because of this sub I was motivated to finish my first game. I’m new to game development and have little experience in programming and art, but wanted to show off my first app. This is Digital Swipe.

    Posted: 26 Dec 2019 02:36 PM PST

    How exactly did Portal handle collision geometry?

    Posted: 27 Dec 2019 04:15 AM PST

    Despite quite a bit of searching, I've been unable to find any real information on how Portal handles the physics collision geometry. Pretty much there's the commentary in-game that mentions creating "temporary hybrid physics environments in bubbles around the portals" and an article where they say "we had to tell the Source physics system to make a temporary hole on only one side of a wall, and that everything behind the portal is connected to geometry in another part of the map", but nothing else! Lots of rendering tutorials, but nothing about physics.

    So... how did they do it? How did they have a single object respond to collisions from two separate parts of the map? And is it possible to replicate this without a hacked/modified physics engine?

    submitted by /u/Clonkex
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    Toy Tanks - A mix of Castle Crashers, Paper Mario, The Binding Of Isaac, and Of course Wii Tanks

    Posted: 27 Dec 2019 11:10 AM PST

    After 6 months of development, I am releasing my multiplayer deathmatch platformer for free!

    Posted: 27 Dec 2019 06:49 AM PST

    I published Dark Hope on itch and steam next month this is my rough trailer.

    Posted: 27 Dec 2019 06:30 AM PST

    Colonize - A browser-based RTS game i've been working on for over 4 years

    Posted: 27 Dec 2019 04:42 AM PST

    Rectangular Symmetry Reduction Pathfinding

    Posted: 26 Dec 2019 06:08 PM PST

    What do you think, does it have potential? This typing zombie shooter game I'm developing..

    Posted: 27 Dec 2019 09:23 AM PST

    Working on new Endless Game #SneakPeak

    Posted: 27 Dec 2019 08:43 AM PST

    Trying to achieve the best VR water in Xenociders

    Posted: 27 Dec 2019 08:35 AM PST

    Blender 2.82 Hardsurface Sculpting with Booleans

    Posted: 27 Dec 2019 04:43 AM PST

    Those with failed Kickstarter projects, what went wrong?

    Posted: 26 Dec 2019 08:59 PM PST

    How to Outline Stuff in Unreal Engine (tutorial I made)

    Posted: 26 Dec 2019 08:30 PM PST

    Slowly working my way to a demo release. Here's a gameplay teaser I made for Setting Sun

    Posted: 27 Dec 2019 11:44 AM PST

    Book Review: Blood, Sweat and Pixels by Jason Schreier

    Posted: 27 Dec 2019 11:44 AM PST

    I hope it's okay if I share every now and then a few thoughts on books about game and game development that I'm currently reading for my own game, and I also hope that you find it useful. I like to read books as a learning resource for game development, but it seems that it's not so much a resource for others…? (Which I can understand, since lots of these books can be expensive.) I will not give you informations about the book you can easily look up for yourself, but I try to show why the book might be interesting/important for you and your own game development :) .

    Blood, Sweat and Pixels is mostly written for people who want to know how games are made. The book describes a variety of game development from indie to AAA, so it's for people who are generally curious about game development, or those who want to work in the games industry and want to get a first look into it, or for people who actually want to start their own game/game business and want to know how other developers made it.

    Of course, the book isn't written as an instruction manual or tutorial on how a game is made, or how the game industry works. It gives a general overview and often very personal insights from the developers themselves; it also shows that there is not one right way how a game is made and released, and that game development depends on many factors – money, time, business partners, publishers and other difficulties - , again depending on whether it is an indie title or AAA game.

    I found the book to be very entertaining and motivating, which might be because Schreier mostly chose successful games to tell about XP . Nevertheless, I think this book can be interesting for game developers mainly as a kind of motivation tool, maybe when you have some sort of game developer's block, or want to take a short break from your own game to get inspired by reading one chapter every now and then.

    Are there devs here who read books to learn about games and game development? If so, can you recommend some books?

    submitted by /u/PixelPluto
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    Using functional programming to create a game in JS

    Posted: 27 Dec 2019 07:48 AM PST

    Feedback on Trailer - Releasing First VR Game

    Posted: 27 Dec 2019 07:43 AM PST

    Unity Effect

    Posted: 27 Dec 2019 11:22 AM PST

    Hello guys! I'm new to game dev and Unity, but I found the effect of the coins from the buildings going to the UI element that you can see in this video: https://www.youtube.com/watch?v=nnDWm9dpu3o What is the name of this kind of effect in game dev? Does you have any tutorials even on simplified version of that effect on a 2D environment for example?

    Thank you!

    submitted by /u/fisune
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