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    Saturday, December 7, 2019

    Show and Tell December!

    Show and Tell December!


    Show and Tell December!

    Posted: 07 Dec 2019 04:29 AM PST

    We want /r/gamedev to be a chill friendly place where everyone has a chance to share what they are excited about, generate interesting conversations, share "on the ground" knowledge, and fall back in love with game development.

    For all of December, we're going to trial a Show and Tell Month. During this time, you have an opportunity to share with the sub what you're working on.

    How Does it Work?

    • Every user gets one post this month showing anything gamedev related during this month.
    • The post should be tagged with the new Show & Tell flair.

    Format

    Show us what you're working on, if you're releasing a game, or some cool feature you've been perfecting!

    • The post can be an image/gif, but must have a text reply telling us about your game or what you are showing. Show and Tell posts without the Tell portion doesn't count and will be removed.

    Show & Tell

    It's equally important to have the tell part of show and tell. To help with this, here's an example template you can use:

    Game Title

    {Description of what is going on in the screenshot and how it relates to your game.}

    How I made this

    {Technical description of what you went through to achieve what you are showing. A chance to teach others something new.}

    Links

    {A link to your twitter, game website, etc}

    Feel free to come up with your own template that others can follow.

    As a reminder, /r/gamedev is not the right place to advertise your game. We know the distinction between sharing something cool and marketing can be extremely blurry. Feel free to take off your marketing hat as you read this, and engage with others as fellow developers who love game development.

    Please leave feedback or questions of this process here. Enjoy and have a happy holidays!

    submitted by /u/mflux
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    Animation Breakdown for Basic Sword Attack.

    Posted: 07 Dec 2019 09:07 AM PST

    Card model and visuals made using ECS

    Posted: 07 Dec 2019 06:41 AM PST

    3D Texture work in 3D Coat on a ballista based on Concept art in CastleStorm II

    Posted: 07 Dec 2019 03:23 AM PST

    Hey guys, been working on my first person music beat prototype for the past week and wanted to share my progress with you! The game lets you choose any song on your PC and dynamically manipulates the colors around the level. What do you think?

    Posted: 07 Dec 2019 05:10 AM PST

    Feeling guilty whenever I play games

    Posted: 07 Dec 2019 03:05 AM PST

    I wonder if it's just me, but I have been feeling guilt whenever I tried to play anything else other than my own game that I've been working on for past couple of years. I stopped buying new games, I told myself I won't buy a Switch until I get my own game on it. Now it's discount time, everybody is playing new stuff, I am am grinding on my game dev...

    Let's discuss how you guys solve this guilt issue.

    One more detail, I am doing this part time, so I can't lie to myself that "researching" other games is part of my job.

    submitted by /u/spajus
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    How to overcome visual restrictions in game development?

    Posted: 07 Dec 2019 03:50 AM PST

    Working on a top-down shooter the perspective restricted us from using visuals completely freely. An answer to this restriction was the use of cinematic pictures for levels, weapons and such to tell a stronger story.

    We also tried to use animations, but as a small team of two it was a big burden to carry to animate proper clips to include in-game. Text was also an option to include as a story telling environment, as in utilizing players imagination to paint the scene. But atleast for us text was not an option in the end, as it would have required a proper writing enthusiast to make quality material that woud actually interest anyone.

    So what kinds of tricks and tips do you have in overcoming some visual storytelling restrictions? For example in 2D pixel art or fixed perpectives.

    submitted by /u/roopenyq
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    Composition for video game : Xenoblade Chronicle - Satorl Marsh

    Posted: 07 Dec 2019 06:38 AM PST

    Hello !

    Here is my new composition for video games for those of you interested: https://soundcloud.com/lorien26/composition-for-video-games-xenoblade-chronicle-satorl-marsh

    I loved finishing this game, it's great memories, an excellent J-RPG as well as these two suites, one of the most beautiful OST of video games for me.

    Do not hesitate to give me your feedback, I am open to any advice and trick to achieve my dream of becoming a composer of video games, if you need music for a project, think of me: mdr:

    For those who like the compositions I create, you can listen to them all at this link: https://soundcloud.com/lorien26/sets/musique-pour-jeux-videos

    There are now 24 video game compositions in different styles for a duration that is close to the hour.

    On a lot of tracks you can also find their Youtube link with trailers to stick to the music.

    submitted by /u/Angora26
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    Peaceful Mountainous View

    Posted: 07 Dec 2019 12:14 PM PST

    HELP : designing and coding a 3D traversal and collision system in a pure 2D TopDown game...

    Posted: 07 Dec 2019 09:56 AM PST

    Greetings guys. I'm Stephen and am quite new to developing video games. Currently, I'm doing experiments which fail a lot due a lack of relevant resources regarding the Design I need to implement in my game logic.I'm working on a topdown 2D rpg game using Unity, and am wondering what would be the best approach to handle 3D collision and movement with a Custom Physics System. Yeah, I mean Custom because, I don't want to use Unity's 3D components like AT ALL, and would prefer relying on some efficient hacks to make things work. That is because I want pixel accurate collisions and movement and to stick with Pixel Art.So I took a quite accurate reference for that : CrossCode(animation vid attached to this post).You can see the character walking on a Western slope but with the feeling that she gets elevated pixel by pixel, like if the ground was actually solid, and the graphics are pure 2D ! Man ! I love that too much ! What are the techniques behind such system ? Let's get to this call for help now. I'd like you to help me with ANY relevant resource so that I can learn about making the right physics system for my game. OK, let's be even more specific.I'm coding in C#, and all I know for CrossCode, is that the devs modified the engine they used for their game so that each movable entity possesses 3 dimensional coordinates( x, y for the ground, z for the height; positive z imply being above base ground ). Also, they managed to make a 2D tilemap editor supporting heightmaps with an applicable path finding feature. Though the 3D movement and collision system is solid, replicating a full 3D environment isn't the purpose.To sum things up, the most important things I need is your help with game development resources to handle those :

    1°) Build a 3D coordinate system in Unity for each movable 2D Game Object with Sprites; expected behavior is to have z coordinate added to y coordinate for the movement and to determine whether an object is above ground or under ground and tilemaps are not excluded. (I already tried for a simple game object to offset its sprite's y position based on a third coordinate assigned to a variable in a script. But I wonder if it's a right start.... Your comments and suggestions are welcome !)

    2°) Extend the built-in Tilemap editor to design 2D topdown levels with Heightmap support for collisions( slopes in at least all four cardinal directions included. That's probably a lot of code to write with lots tests to do... I'm a noob on this side though )

    3°) Extend the available 2D physics components or build a custom 2D physics components for collisions supporting cubic, prismatic, pyramidal, or spheric 2D objects(basically 2D objects with algorithms/scripts/code to make them "behave like 3D object" when they are actually 2D. Good to start shaping some advanced 2D combat mechanics, or 2D bullet physics; I'd be glad if I could also code a visual collision editor for this.)

    As you can see, there's a BIG, BIG, BIG challenge going on there, and now, I'm starting to wonder if posting codes for all those here would be ideal. Anyway, thanks again for putting your interest in this.Should it happen that I solve the problem in the long term, I PROMISE, I'll write many articles to help others like me go faster in game development so that this game design aspect ends up being completely demystified no matter the engine used to make similar games.

    Stair Climb

    Elevator 2.5D

    submitted by /u/GDevSteph20
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    as a solo indie game developer, should I worry about the legal stuff?

    Posted: 07 Dec 2019 11:54 AM PST

    Hello , so as a solo game developer, let's say I publish a game using a popular game engine such as Unity or UE4, should I worry about the legal stuff or not (apart from the royalties of course with each game engine)?

    in other words, when I finish making my game, should I directly go and publish it on say game-jolt or Itch.io without any necessary paperwork and make money with no problem?

    Thank you so much for taking the time to read this.

    submitted by /u/Yacinekoukou
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    Weapon Animation Reel | AR15 - Rifle

    Posted: 07 Dec 2019 10:35 AM PST

    Godot 2D Platformer Tutorial Pt 5 - Coin UI and sound

    Posted: 07 Dec 2019 06:23 AM PST

    Made this Lava Scenario with a Martian atmosphere. I focused on creating the Lava / Magma Shader with Unity Shader Graph.

    Posted: 07 Dec 2019 08:59 AM PST

    UNITY 3D: Object stay in game after stop playing

    Posted: 07 Dec 2019 07:03 AM PST

    Hello I'm a cs student and I need to make a maze game for the University so I have a Startup Class that it is called when i start the game. I extract the lines from a file and get some info.After that i need to make a maze with planes and cubes.I'm using this function and it works ok:

    using System.Collections;

    using System.Collections.Generic;

    using System.IO;

    using UnityEngine;

    using UnityEditor;

    using System;

    [InitializeOnLoad]

    static public class Startup

    {

    static private int nextFloor=0;

    static Startup()

    {

    Debug.Log("Up and running");

    ReadTextFile("file.maz");

    }

    //creating the plane for each floor

    static void CreateFloor(int row , int column)

    {

    GameObject floor = GameObject.CreatePrimitive(PrimitiveType.Cube);

    floor.transform.position = new Vector3((float)row, nextFloor , (float)column);

    floor.transform.localScale = new Vector3(1.0f, 1.0f , 1.0f);

    }

    static void CreateWall(int floorNumber, int row, int column, string type)

    {

    }

    static void ReadTextFile(string file_path)

    {

    try {

    StreamReader inp_stm = new StreamReader(file_path);

    //number of floors

    string inp_ln = inp_stm.ReadLine();

    inp_ln = inp_ln.Substring(inp_ln.LastIndexOf('=') + 1);

    int numOfFloors = Int32.Parse(inp_ln);

    //floor size

    inp_ln = inp_stm.ReadLine();

    inp_ln = inp_ln.Substring(inp_ln.LastIndexOf('=') + 1);

    int floorSize = Int32.Parse(inp_ln);

    //number of hammers

    inp_ln = inp_stm.ReadLine();

    inp_ln = inp_ln.Substring(inp_ln.LastIndexOf('=') + 1);

    int hammerNumber = Int32.Parse(inp_ln);

    for (int level = 0; level < numOfFloors; level++)

    {

    //Floor Number text:

    inp_ln = inp_stm.ReadLine(); //TODO Thats the level number string make a plane

    for (int row = 0; row < floorSize; row++)

    {

    for (int column=0; column< floorSize; column++)

    {

    CreateFloor(row, column);

    }

    }

    nextFloor += 2;

    //N lines with N cubes each

    /*for (int j = 0; j < floorSize; j++)

    {

    inp_ln = inp_stm.ReadLine();

    string[] floorRow = inp_ln.Split(' ');

    for (int k = 0; k < floorRow.Length; k++)

    {

    }

    }*/

    }

    inp_ln = inp_stm.ReadLine();

    Debug.Log("Done reading: " + inp_ln);

    inp_stm.Close();

    }

    catch (FileNotFoundException e)

    {

    // FileNotFoundExceptions are handled here.

    Debug.Log("Error file.maz not Found\n" + e);

    }

    }

    }

    Note: I call this fuction for each floor of the maze and I will make a similar one for each cube that represents a wall in it.

    But each time I tap the stop button in unity the objects stay in the scene. So when I play again they are doubled.I have 2 Questions:

    1. How to I properly delete em or clean my code in general
    2. Is there a way not to just create planes and cubes BUT instead use a prefab?

    EDIT: forgot to mention this error :

    Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?)

    Thanks a lot!

    submitted by /u/alecfilios2
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    Can I sell a game that copys a mechanic that it blatenly obvious it's from another specific game?

    Posted: 07 Dec 2019 10:17 AM PST

    For example, I had an idea for a game that is basically going to be copying the two fundamental mechanics of another game I'm taking inspiration on. Could I make and sell it? Are there any laws against copying mechanics?

    submitted by /u/Sonic_The_Margehog
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    Unity3D Equipping Items | Scriptable Object Inventory System | Part 6

    Posted: 07 Dec 2019 10:02 AM PST

    LO-FI How-To Series: Basic 3rd Person Controller COMPLETED

    Posted: 07 Dec 2019 04:46 AM PST

    Best way to handle vertical movement on a tile based game?

    Posted: 07 Dec 2019 08:22 AM PST

    "If a thing is worth doing, it is worth doing badly." - G.K. Chesterton

    Posted: 06 Dec 2019 06:24 PM PST

    I stumbled upon this quote and thought it was perfect for anyone beginning or pursuing game dev. Don't quit or give up even if what you have is bad at first.

    submitted by /u/builderment-dev
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    While building a large game, why not release smaller chunks of the gameplay mechanics as re-textured separate games to make money while completing the larger game?

    Posted: 07 Dec 2019 07:00 AM PST

    Let's pretend you were building a Red-Dead Redemption type of game. Once you had all the horse riding mechanics working beautifully, why not throw together an arena level to make a basic horse racing game. And an outside level where you go grab glowing orbs on your horse. Simple stuff, you've already done 95% of the hard work, just texture your arena and player characters to something completely different than the main game, maybe fiddle the animations to look different, and sell that on steam or the android store while you continue working on the rest of the game?

    You could even contract out the retexturing and junk.

    I understand why a large studio wouldn't do this, but why not for indy devs?

    Or are people already doing this and I'm just slow?

    submitted by /u/KarnaKoding
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    Procedural Generation For Scene Colors (Unity C# Tutorial)

    Posted: 07 Dec 2019 03:12 AM PST

    questions about my antagonists ability

    Posted: 07 Dec 2019 06:33 AM PST

    so in my game my main antagonist has the ability to shape shift into whoever he sees the problem is that i'm not sure players will find this ability essential to the character (which it is) because he only really uses it twice in the game, once halfway through it when you meet him in person for the first time and right at the end before and during the boss fight with him. he also uses it before the game takes place but you only find that out through dialogue and I wouldn't really count it as using it in the game. my question is how can I make this ability feel more important without using it too many times?

    submitted by /u/yeety-deleti
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