• Breaking News

    Saturday, January 18, 2020

    190+ free pixel art assets (Links in the comments)

    190+ free pixel art assets (Links in the comments)


    190+ free pixel art assets (Links in the comments)

    Posted: 18 Jan 2020 04:47 AM PST

    I am trying to use a lens flare to create sniper scope glint, but the lens flare gets larger the farther you go away. It can end up getting quite huge and unrealistic as in the photo. Does anyone know of a solution for this?

    Posted: 18 Jan 2020 02:49 AM PST

    did anyone read "Game Programming Patterns" from Robert Nystrom?

    Posted: 18 Jan 2020 03:17 AM PST

    i saw this book and it looked really interesting, mostly because i am a newbie at game developement.

    so im curious if anyone here has read this book. is it a good book? should i buy it or should i search further?

    thanks in advance :)

    submitted by /u/CatSauce66
    [link] [comments]

    Woodcutter animation test

    Posted: 18 Jan 2020 06:24 AM PST

    Making a Commercial Steam Game in One Month

    Posted: 18 Jan 2020 09:31 AM PST

    Dark Bestiary source code.

    Posted: 18 Jan 2020 09:44 AM PST

    Hello! Just want to share with you source code of my game. Hope you will find something useful in it :)

    https://github.com/Karlashenko/dark-bestiary

    // PS No assets and data files, sowwy.

    submitted by /u/DarkBestiary
    [link] [comments]

    Is Substance Painter now BETTER than Blender for Auto UV Unwrapping?

    Posted: 18 Jan 2020 11:26 AM PST

    This is my new game "Triple gravity" it's available on google play (link in the comments)

    Posted: 18 Jan 2020 09:59 AM PST

    'Physics-Based Animation' is now a free downloadable book

    Posted: 18 Jan 2020 11:28 AM PST

    Octo curse, action platformer for iOS and Android from Ajvar Studio

    Posted: 18 Jan 2020 07:21 AM PST

    How to manage asset/level backups?

    Posted: 18 Jan 2020 11:32 AM PST

    This might be a really simple question, but how do people store backups of their assets and levels? For code, something like bitbucket seems reasonable, but bitbucket complains about large non-code files like art assets and unity levels. How are people backing up their works?

    submitted by /u/applying_breaks
    [link] [comments]

    Android game - problem with retention

    Posted: 18 Jan 2020 02:16 AM PST

    Hello guys,

    I published the game in the google play store 1 week ago.

    First tests showed that the game is stable and rather everyone is having fun.

    The problem is low retention. I know that I can't promote myself here and put links to the game, but if someone would be willing to help and have a desire to look at the game - let me know in private message.

    submitted by /u/Utongus_pro
    [link] [comments]

    Lessons learned when sending my first newsletter: Avoiding the spam folder

    Posted: 17 Jan 2020 03:59 PM PST

    Lessons learned when sending my first newsletter: Avoiding the spam folder

    Hello, it's me again, a new game developer working on my first traditional title.

    About a week ago, I sent my first newsletter to my new subscribers. Unfortunately, no one opened it. I spent the whole day wondering why not a single person wanted to read my newsletter, since they explicitly signed up for updates. Then a friend reached out and told me that the email went straight to her spam folder. 😔 I ended up personally emailing all of my subscribers and asking them to check their spam.

    Today, I sent my second newsletter, and it went much better! (The second newsletter also included a link to the browser-based version of the first email just in case they missed it.)

    I thought I'd share a few of the lessons I learned, I hope it's beneficial. I'll try to keep it brief.

    If at all possible, send your emails through your own domain, but make sure the domain is authenticated.

    I learned this the hard way. I had configured Mailchimp to send emails as coming from "games at yokereba.com", but because I hadn't authenticated that domain (even though I verified it within Mailchimp), Gmail treated it as suspicious, threw it into spam, and disabled images.

    So the most important lesson is this: It's not enough to just verify that you own the domain within Mailchimp, you also have to authenticate your domain by configuring your DKIM and SPF settings on your server. Here's a guide of how to do that in Mailchimp: https://mailchimp.com/help/set-up-custom-domain-authentication-dkim-and-spf/

    Here's an example of what it looks like when you send through a custom domain without verification:

    https://preview.redd.it/cyx3rcgsffb41.png?width=728&format=png&auto=webp&s=43c7f726a8e3958d72fc71099099b06fd4b97301

    This is how it looks when it's properly verified:

    https://preview.redd.it/m7v0pm9uffb41.png?width=772&format=png&auto=webp&s=d9dab1bce25ae255aa4613fc95cdbee28cd9f422

    Ask your followers to add you to their contacts

    In Mailchimp, you can add an automation so that an email is sent to someone as soon as they sign up. I use this "welcome email" to ask them to add me to their contacts so that future emails from me will arrive in their inbox. Of course, your followers are expecting you to respect their inbox and their time, so don't abuse their trust.

    Here's how I do it. In the email, I include a screenshot of how to add to contacts in Gmail to make it easier:

    (Hey look, a screenshot of a screenshot!)

    Test your emails before sending

    I highly, highly recommend using http://www.mail-tester.com/ to see how likely it is for your email to end in spam. It's free—just send a test email to the generated address and it will tell you how acceptable your email is, and how to improve it. I wish I had done this before I sent out my first email; it would have saved me a lot of frustration.

    While you're at, send a test email to a friend to proofread. Email providers will deduct points for poorly written emails, so keep that in mind. I sent a test to my sister, and she caught a few errors and made some good suggestions about how to better word some things. If you don't have a friend, at least run your text through a text-to-speech engine (I use https://www.naturalreaders.com/online/) to make sure that it sounds okay.

    If you want to see what the emails I sent out actually looked like, you can check them out here (#1) and here (#2).

    I hope this post saves others from going through the same headache I went through! If you have any questions (or criticisms), feel free to ask. I'd also love more tips on newsletter updates, if you have them!

    submitted by /u/makario
    [link] [comments]

    Teaching the AI to build walls, 4X TBS/hobbyist

    Posted: 18 Jan 2020 03:43 AM PST

    Is it worth localizing story-driven game with around 150.000 words?

    Posted: 18 Jan 2020 07:10 AM PST

    I'm currently planning a budget for our game and trying to decide what languages to localize it. We will have English and Russian for sure (team is speaking Russian, and English is a must) but I'm not really sure about others languages. So the whole game development budget with English and Russian languages would be around $100,000 for us. Basically each of additional translations would cost us around $22,500 because the game is text-heavy and will have around 150,000 words. I'm not sure if we should do it. I thought adding Chinese at least as it's a big market right now but I'm still not sure if it's worth it when you have so much words. What do you think?

    submitted by /u/Lunseeker
    [link] [comments]

    I’ve been pretty sick this week, but I still managed to make some bullet systems!

    Posted: 18 Jan 2020 06:51 AM PST

    Havok Physics API documentation or code access?

    Posted: 18 Jan 2020 06:26 AM PST

    Hi there,

    strangely for a test I got a at least 5 questions that are extremely Havok Physics specific.

    I can't answer them with my general physics knowledge (on physics simulation, collision responses, typical APIs, etc.) or my PhysX and Unreal 4 knowledge since the terms in Havok seem specific, the exact structs and terms don't match PhysX or custom implementations at AAA studios well enough to know their exact struct/class layouts, reference/ID types (between engine and physics), and general used data type names for common concepts (geometric shapes inside Havok, collision responses, etc).

    Q: Does anyone know a good licensed or open (license free) way to access and read facts (or code) about Havok Physics through a trial license, Unity engine, etc.?

    Note: I'll tell the interviewer on Monday "What they were thinking anyway...?", well, in a nice way and obviously asking if they did a mistake here relying on questions about one specific middleware. Maybe this hard-to-access, licensed API knowledge is the actual test (or trick question). :P

    Thanks!

    submitted by /u/PiLLe1974
    [link] [comments]

    Who are we making this for? Applying Product Design frameworks to game design

    Posted: 18 Jan 2020 12:00 PM PST

    https://gamedesignafterhours.com/?p=160

    Staying true to a laser-focused design is important when making games. Without a north star to look at when making decisions can lead to games that feel lost, contradictory or, at worse, soulless. Art designers use mood boards, accountants have bottom lines but what do designers have as a north star to look towards when weighing which game mechanic to implement or which features to cut to ship the game in time?

    Story time: I once worked at a big game publisher in their central org. One day, a co-worker presented our "targeted" games list based on some indicators that were questionable. Our target games included very broad categories and genres like "Action/Adventure" or "FPS". What constitutes an Action/Adventure game? What is the setting, art, theme, story of an FPS? Who are our users? This was not an actionable list for a publisher; funding Subnautica is wildly different than funding Sekiro, yet they both fall under the all encompassing Action/Adventure. We could fund 20 different FPS games and get back games that target 20 different audience-segments.

    Chances are if you want to get one of those fancy Google or Facebook Product Manager roles, you will have to do a product design interview. Here you will need to razzle and dazzle your interviewer by answering the question "Design an improved a shower curtain" in manner that gives them confidence you can solve complex problems by breaking it down into manageable steps with a thorough process of arriving at the answer.

    Game design choices should be no different. Although we would all love to be the alpha designer that just knows the correct answer and has a vision to be executed, it does not always turn out that way in practice. Today I want to look at my favorite product design framework, the CIRCLES Method™ by Lewis C. Lin (LINK). Let's apply CIRCLES to finding a new game to develop.

    If you didn't click the link above, I'm giving you a second chance because I'm going to dive into the CIRCLES Method™ .

    Comprehend the Situation

    We want to identify new game opportunities, for underserved markets that have an appetite for games.

    CIRCLES recommends these questions:

    • What is it?
      • New game
    • Who is it for?
      • Market that isn't getting served to their potential
    • Why do they need it?
      • They have (entertainment) needs to satisfy
    • How does it work?
      • Players will purchase and play on existing platforms

    This is fairly straight forward for new video games.

    Identify Consumer

    This is the hardest point, you must use your intuition, knowledge of the game industry and general understanding of the zeitgeist of diferent cultures to create personas of target consumers. Don't lie to yourself and develop personas for a game you are more inclined to make, you are applying CIRCLES seeking an answer.

    CIRCLES recommends listing potential customers so we'll do it as well. Note, generally you wouldn't start with such a broad ambition as "new game", so this list will seem disconnected at best.

    1. Bored teenagers
    2. Insecure men
    3. Lonely people
    4. Commuters
    5. Children learning to read
    6. Fans of cooking shows
    7. Sneakerheads (sneaker collectors)

    As you can see the list will sometimes boil down to insecurities that need addressing, dull points in the day and times where digital interactivity is the best medium to perform something. The first three points in particular represent most games you see on the market today. Again, "new game" is much broader than what you will encounter in practice.

    Let's identify a specific customer to develop personas for. Ideally you want to find the customer need that is most-unfulfilled, with the largest potential user base and that has purchasing powers or value attached to their eyeballs (ads). I am going to choose the last customer, "7. Sneakerheads (sneaker collectors)". I've read plenty of articles stating that new marketplaces and startups are forming around sneaker collection, so I think sneakerheads are an underserved market in video games.

    Now, according to CIRCLES, we need to do some quick 2x2 persona matrices.

    Justin, the basketball fan Behaviors- Follows NBA religiously - Wants products players endorse - Sneakers are pinnacle products

    Demographic

    - 16 year old

    - Lives with parents in NYC suburbs

    - Yearly spend is $2,000

    Needs and Goals

    - Associate himself with player

    - Brand himself as an NBA fan

    - Sneakers become part of identify

    Esther, the collector

    Behaviors

    - Collects sneakers as main hobby

    - Follows major brands for shoe drops

    - Researches market value on shoes

    Demographic

    - 32 year old

    - Lives in Torrance, CA

    - Yearly income $152,000

    Needs and Goals

    - More ways to interact with shoe market

    - Expand shoe collection, rarer shoes

    - Collecting connects Esther to others

    Jamal, the fan of culture

    Behaviors

    - Follows mainstream hip-hop culture

    - Sneakers are critical part of style

    - Keeps up to date on fashion and style

    Demographic

    - 25 year old

    - Lives in Oklahoma City, OK

    - Yearly income $75,000

    Needs and Goals

    - Wants to appear to be fashionable

    - Uses fashion to peacock outwardly

    Report Customer's Needs

    In this step we are going to refine the entire brainstorming exercise of the last step into use cases that will guide our product. Use the personas mapped out from our chosen potential customer. These will be the driving customer needs that we will look to as north stars when making decisions related to the product's final purpose.

    CIRCLES recommends the format "As a <roles> , I want <goal/desire> so that <benefit> ."

    Basketball Fan

    As a basketball fan, I want a game for sneakerheads so that I can feel connected to my favorite players.

    Collector

    As a collector, I want a game for sneakerheads so that I can connect with other sneakerheads, expand my sneaker knowledge and stay up to date on the marketplace for sneakers.

    Fan of Culture

    As a fan of culture, I want a game for sneakerheads so that I can express my style and keep my fashion relevant.

    Cut, Through Prioritization

    Now we're at the step where we need to prioritize one use case over the others. This entire exercise of CIRCLES is bringing the billion ideas in your head on what to build down to a single, hyper-focused need that you are solving.

    I'll use the chart that is recommended for quick and dirty interviews. Ideally you should evolve this step based on your own studio needs and create a unique prioritization methodology.

    Revenue

    Customer Sat.

    Ease of Imp.

    Overall

    Basketball Fan

    B-

    C-

    C

    C

    Collector

    A+

    A

    B+

    A

    Fan of Culture

    B

    B-

    B

    B

    It's pretty clear that the Collector is both the most underserved, easiest to address and has the highest upside.

    List Solutions

    This is the second major brainstorming step of CIRCLES. On the website (LINK), Lewis C. Lin list some methodologies to get the brainstorm juices flowing. Being game developers, lack of possible implementations likely isn't our problem and CIRCLES is more providing focus than ways to come up with ideas for games.

    With products and games, we want to differentiate ourselves and truly solve need. Here are some call outs from my own experience to avoid:

    • Iterative Ideas, taking existing products and making small incremental improvements
      • "Adding blockchain onto a loot shooter"
    • Me Too, taking existing products and adding innovations from competitors to your product
      • "Let's add RPG elements to our racing game because XYZ did it"
    • Not Thinking Big Enough, thinking in confined terms of the current state of games
      • "A 4vs4 fighting game can't work, nobody has ever made it"

    This is where people START their game brainstorming. They say, "Hmmm should I make an Adventure game or a Survival Game?". Game genres are loose containers for players to conceptualize an experience before it happens and to group games into digestible categories. As a developer and designer, game genres mean absolutely nothing. If anything, just completely forget genres or categories even exist. Think of mechanics, not in terms of their association to genres, but as tools to craft an experience that satisfies the user's needs.

    Here is our Sneakerhead brainstorm:

    • Integrate all existing real-world sneaker into the game
    • Earn digital shoes, some timed to different exclusivity types, and ability to trade shoes
    • Create, customize and organize your shoe collection space for others to see
    • Leaderboards/Rankings on top collectors by type (rarity, quantity, etc.), allowing them to peacock
    • Get deal with sneaker manufacturers to reward real world shoes or knowledge of exclusive shoe drops (when/where)
    • Enter barcodes to bring your physical shoe collection into the game, gaining a slight advantage over digital-only players
    • Dress up contest where you match shoes to outfits and occasions
    • Shoe collection contest where players select grouping of shoes based on occasions, properties, identity, NBA players, etc. and vote on other player's groupings
    • Name that sneaker, based on silhouettes or facts
    • Guess favorite artist, sports athletes, celebrities favorite sneakers

    We could keep going but you get the idea. Some of these brainstorm ideas aren't good, but that's OK. Some are Me Too or Incremental, that is also OK. The idea is to keep going until you have something that truly satisfies the persona need in a way nobody else is satisfying that need.

    Evaluate Tradeoffs

    This step is going to be completely studio-dependent, as skill-sets, experiences, budgets, time constraints and everything will come into play. There could be an entire separate article dedicating to evaluating game development tradeoffs.

    Summarize

    Write your findings out in as short and concise of a manner as possible. Here is our need, here is our solution. This will be your north star to look at all throughout development.

    "We are making a game for sneakerhead collectors to bring together the community, allow them to interact with sneakers digitally and gain shoe-drop insights or exclusive shoes. The game we are making does ..."

    What does it all mean?

    I don't expect anyone to sit down and think to themselves "I want to make a game, where should I begin? Ah, I remember that rando on the internet said to use the CIRCLES Method™, let me do that". Games come from a lot of places and CIRCLES is best suited for generating ideas for products and services, not creative endeavors such as games or films.

    What CIRCLES can provide is a framework to make decisions and express the Who, What, Why and How better than existing terminology. To give developers a better tool than saying "Should we make an Action/Adventure game or an RPG?". CIRCLES can help you drill down into what your game idea is trying to accomplish in terms of needs, and eliminate the noise of existing products to solve those needs.

    At the end of the day, frameworks and methodologies are not bullet-proof solutions, but tools to bring out, utilize and refine over time to focus problem solving. There is a reason management consultants (McKinsey & Company), top tech companies (Google) and investment banks (Goldman Sachs) all want to see structured thinking and frameworks before they hand you high paying jobs. As the game industry, we should leverage their leanings and adapt them to our own specific needs.

    submitted by /u/emcconnell11
    [link] [comments]

    SDL

    Posted: 18 Jan 2020 04:27 AM PST

    i'm sorry for the question but i just want to be sure of something.I just started working with SDL 2.0 and it's for a project using c language ,will the SDL 2.0 functions change if i'm following a c++ tutorial

    submitted by /u/ssezhho
    [link] [comments]

    I made a song that I think would fit in a video game. You're free to use it!

    Posted: 18 Jan 2020 11:48 AM PST

    I made this song about a year ago, I don't think I'm ever going to do anything with it. You're welcome to use it, I just ask you please credit me where appropriate.

    https://soundcloud.com/maxwellcarritt/memory/s-eSDfI

    submitted by /u/scadatorch
    [link] [comments]

    Architecture of components in ECS

    Posted: 18 Jan 2020 03:01 AM PST

    Hello, i am working on my own 3D game engine, for educational purposes. I decided to use Entity Component System. But i have really hard time designing components. I read that component should be just structure of data with almost no functionality. I thought that it is no big deal, easy to implement. But when I got to design of Particle System I started to see some problems. I have Particle Component , and i need to store data, that "should" be private if i was making class in general. But if components should have almost none functionalities, i need systems to take care of that data. I am not very experienced yet but i am looking forward for new information.

    submitted by /u/Bodka0907
    [link] [comments]

    WIP Airplane Controller

    Posted: 18 Jan 2020 11:34 AM PST

    How do I know I like game development?

    Posted: 18 Jan 2020 11:26 AM PST

    So I've been doing IT and Networking in my school as direction for about 2 years now and for programming I've basically only learned about C# forms and now am doing code academy HTML and SQL things in class

    Next year I'm going to go to university and I'm considerikg DAE (Digital arts and Entertainment) but as you might know many people dropout that direction because they don't like making games but are more of an idea guy.

    It made me slightly worry myself if I even will like developing a game.

    I do like programming in forms, html and SQL but I know those things are very basic and are not really similar.

    So yeah how do I know if i'll enjoy it? Is it just having to like programming? What are the lesser fun parts I have to realize/keep in mind?

    submitted by /u/Outdated_Clyde
    [link] [comments]

    No comments:

    Post a Comment