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    Thursday, January 16, 2020

    Can anyone tell me what is the problem in Baked lighting

    Can anyone tell me what is the problem in Baked lighting


    Can anyone tell me what is the problem in Baked lighting

    Posted: 16 Jan 2020 03:28 AM PST

    Engines used in the most popular games of 2019

    Posted: 16 Jan 2020 06:55 AM PST

    I spent a few hours this weekend following up some research I did previously on game engines. Specifically, compiling a list of the engines powering the most "popular" games released on Steam in 2019. I used Steam250's ranking, which is a combination of both review count and review score. This algorithm gives results close to what one would naturally associate with "popular": games that are both well-known and well-liked.

    Rank Game Engine/Framework Language
    1 Slay the Spire libGDX Java
    2 Katana Zero Gamemaker Studio 2 GML
    3 Resident Evil 2 Custom
    4 Risk of Rain 2 Unity C#
    5 Hades Monogame C#
    6 Baba Is You Clickteam Fusion
    7 Muse Dash Unity C#
    8 TABS Unity C#
    9 Touhou Luna Nights Gamemaker Studio 2 GML
    10 Bloodstained: Ritual of the Night Unreal 4 Blueprints/C++
    11 My Friend Pedro Unity C#
    12 Oxygen Not Included Unity C#
    13 People Playground Unity C#
    14 Beat Saber Unity C#
    15 Unheard Unity C#
    16 A Short Hike Unity C#
    17 Kind Words Unity C#
    18 Noita Custom C++
    19 Spyro Reignited Trilogy Unreal 4 Blueprints/C++
    20 Streets of Rogue Unity (prototyped in Construct 2) C#
    21 Phoenix Wright: Ace Attorney Trilogy ??? (Visual Novel)
    22 Supraland Unreal 4 Blueprints/C++
    23 Devil May Cry 5 Custom C++
    24 Nova Drift Gamemaker Studio 2 GML
    25 Dungeon Munchies Unity(?) C#
    26 Mindustry libGDX Java
    27 A Plague Tale: Innocence Custom C++
    28 Disco Elysium Unity C#
    29 One Finger Death Punch 2 Unity C#
    30 Exception Custom(?)
    31 Sekiro Shadows Die Twice Custom (?) C++
    32 Amid Evil Unreal 4 Blueprints/C++
    33 GORN Unity C#
    34 Hypnospace Outlaw Construct
    35 Islanders Unity C#
    36 Yakuza Kiwami 2 Custom
    37 Five Nights at Freddy's: Help Wanted Unreal 4 Blueprints/C++
    38 Reventure Unity C#
    39 Halo: The Master Chief Collection Custom
    40 SpaceEngine Custom C++
    41 Don't Escape: 4 Days to Survive Unity C#
    42 Forager Game Maker Studio 2 GML
    43 STAR WARS Jedi: Fallen Order Unreal 4 Blueprints/C++
    44 Tsukikage no Simulacre ???
    45 Aokana ??? (Visual Novel)
    46 Bug Fables Unity 5 C#
    47 Smile For Me Unity C#
    48 A Dance of Fire and Ice Unity C#
    49 Sayonarra Wild Hearts Unity C#
    50 Wildermyth libGDX Java

    Notes:

    • Because the ranking strongly favors games with more reviews, I skipped free games/demos. This only removed a handful of titles.
    • Recent titles may have shifted in position since I compiled this.

    By engine:

    • Unity: 22 games
    • Unreal: 6
    • GameMaker Studio 2: 4
    • Other/custom: 17

    Hopefully this data will be of use to some developers evaluating engine/framework options by giving examples of talented devs creating popular games with a variety of engines/frameworks.

    submitted by /u/justkevin
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    Open Empires is a rewrite of "Age of Empires 2" into the C programming language.

    Posted: 16 Jan 2020 06:11 AM PST

    Bad Game Dev Team Leader

    Posted: 16 Jan 2020 12:35 PM PST

    What NOT to do when marketing your game - one stupid mistake

    Posted: 16 Jan 2020 07:11 AM PST

    If you are an indie game developer with limited resources for marketing, you probably have come across the various spreadsheets that lists 100s of press/game reviewer/streamer emails and genres that they cover (for example: https://blog.soomla.com/2015/05/gaming-press-blog-contact-list.html). When you first find them, it may feel like your marketing worries are over.

    You may be tempted to simply copy all of the email addresses listed, put them in the BCC section, and send one massive email for your game's release and other announcements. Marketing done, right?

    It may be obvious, but DO NOT do this.

    1. Many email services will mark this as spam and your email will never be seen.

    2. Gmail has a max number of recipients which you will immediately reach and be blocked from sending additional emails within a timeframe (likely other services do as well)

    3. The contents of your email, even if sent again one a time, may now be filtered as spam since it was initially sent out as such (see #1).

    4. Many of the email addresses on such lists are outdated or irrelevant.

    5. You'll have to rewrite the press release/announcement, hoping it isn't too similar to the initial one, to avoid it also being flagged as spam and never being seen by your recipients (see #3).

    Trust me on this :(

    However, even if you screw this one up, it's possible to work like mad and redeem yourself, connecting successfully with reviewers, perhaps even getting covered by large outlets like PCGamer - trust me on this as well. I'll try and cover what worked for me in an upcoming post.

    tl;dr Don't mass email game reviewers found on old lists; you run a significant risk of your email being labeled as spam and having to completely rewrite your marketing email for future contacts.

    submitted by /u/RiverLegendsFishing
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    Ursina Game Engine - Announcement Trailer

    Posted: 16 Jan 2020 06:02 AM PST

    Can't make public array inside of method unity c#?

    Posted: 16 Jan 2020 11:21 AM PST

    I was attempting to make a public array inside of a method and it seems to throw of the curly brackets. The code will compile fine until I make it public. Am I doing something wrong or is this just not something that's possible?

    submitted by /u/Bonzai196
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    Hey guys! I have a couple Hexels questions and am trying to cross post them :) hopefully I did that right

    Posted: 16 Jan 2020 11:20 AM PST

    Conceptual help for small university project

    Posted: 16 Jan 2020 12:32 PM PST

    Greetings,

    i've to make a small game for my computational geometry course on a topic of the course (reflection, bezier curves, splines, bezier planes, projections). Since i've 0 experience with unreal or unity and 0 experience with 3d graphics in general (i'm also tight on time) i decided to go with 2d stuff. I'll focus the project on bezier curves and i'll use either c++ with sfml (it's what i've most experience with) or gamemaker.

    An idea i had is making a side-scrolling game like geometry dash, but with the levels automatically generated. Levels would simply consist on multiple bezier curves. You can slide on top of a curve, but you "crash" if you frontally hit the beginning point instead of landing above the curve. All the player does is jumping.

    To make it interesting, i had the idea (inspired from this https://www.youtube.com/watch?v=RIz3klPET3o) to let the user set a .midi file as input, and then generate the bezier curves from the midi itself.

    Here my imagination ends. I could use 3 consecutive notes to determine the three points of a bezier curve, but it would mess when more notes happen at the same time.

    Can anyone give me any idea to generate curves that would be fun to navigate-to based on a midi file?

    submitted by /u/sephirothbahamut
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    I'm new to making games and would appreciate some feedback on my implementation of my silly first game. Source code and questions in comments.

    Posted: 16 Jan 2020 10:13 AM PST

    GamesIndustry's new Academy section -- answers to half the posts in this sub

    Posted: 16 Jan 2020 10:11 AM PST

    I hope you all follow gamasutra and gamesindustry (plus any other sources you prefer), but in case you don't already follow them, gamesindustry just added a great new resource in the form of their Academy. It already features some great articles (such as the oft asked in this sub How to get a job in game design).

    (No, I don't work for them, but this looks like it could turn into a great resource.)

    submitted by /u/KosherFistsOfFury
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    How to Scale Your Game Without Decreasing Quality

    Posted: 16 Jan 2020 11:53 AM PST

    Range to damage diagram for Wolfenstein: Enemy Territory. Kinda unusual.

    Posted: 16 Jan 2020 11:52 AM PST

    "Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions"

    Posted: 16 Jan 2020 11:23 AM PST

    Best tools for multiplayer turn-based game over network?

    Posted: 16 Jan 2020 11:01 AM PST

    I am partway through creating a turn based TCG a la Magic the Gathering. I have already finished most of the design, and I am in the prototype/testing phase using real-world cards I ordered from thegamemaker. If possible, I would like to build the final game in a digital medium, preferably something cross-platform like HTML.

    I have found plenty of tutorials on how to build a multiplayer browser game with a variety of different server tools. However, most of them provide me with more flexibility and control than I need. I would be quite happy to use a tool that already has host/client connecting, turn-taking, and board-state updates ready-made. I don't need anything unique or special in these areas.

    Do you have any recommendations for tools to streamline this process?

    These are the requirements:

    • Game is for personal use, not commercial.
    • A free to use tool would be strongly preferred.
    • The resulting game must be multiplayer (turn based), and work across a public network
      • Preferably the game would run off of HTML so that it could be played in a browser window instead of players needing to download a client
    • The board state should not be rendered the same way for each player (think battleship, where each player has some information hidden from them.)
    • Games should retain their state even if players close the browser and come back to continue the game later
    • I cannot have a server running at all times. A p2p style host/client system is ideal.
    • Real-time updates are not necessary. The clients can get updates from the server only intermittently, that's fine (every couple seconds or so.)

    Tools I have already looked into (if you think one of these is already ideal for what I want, feel free to recommend it):

    • Phaser + Eureca.io
    • Colyseus
    • App42 (this only offers a free trial)
    submitted by /u/blahthebiste
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    Is university worth it for game dev?

    Posted: 16 Jan 2020 08:36 AM PST

    I know a degree is extremely valuable in any circumstance but there's something I kinda want clarifying

    I'm on a game dev course at university and to be honest, the course has been oversold somewhat in my eyes as well as for one module, a lecturer believing I've cheated entirely when I had to use internet tutorials because he couldn't teach for shit and favourited people (me clearly not being one of them)

    I don't want to drop out because of one, maybe two people if he gets the course leader involved but if worse comes to worse and I do decide to drop out, how much of a blow would it be in terms of learning how to develop and getting a job?

    This is UK if anyone is wondering

    submitted by /u/jacobdaniel_22
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    How to handle intermediate game state and other global data (architecture)

    Posted: 16 Jan 2020 06:18 AM PST

    (disclaimer: I am new to gamedev)

    Some context: a hex-based turn-based strategy game.

    I am struggling with managing my intermediate global state across different parts of my game. As an example: On selecting a unit I do two path finding runs to identify all reachable fields and all fields that are actionable (e.g. attacking or doing a positive action like healing a friendly unit). Now this kind of data has to be stored somewhere in case the player selects a (reachable) field to move/take action to so that I can reduce the available movementpoints based on the path findings results to that field.

    Where and how to store this kind of data? I modify the state of every affected (moveable, actionable) field so that the handling component knows what action to offer the player in case it gets selected - would I store such things as movement cost too? From an architectural point that seems weird, as that would bloat my field class with every additional feature that involves some kind of path finding or other intermediary data. I also dislike the idea of some global "PathTracingState" as it's quite disconnected from the actual logic and feel like duct tape to make components "speak" with each other (am I wrong here?).

    Coming from a webdev context with much immutable & state-less structures is quite tricky when moving into gamedev - are there any architectural idea on how to handle the global state (game state) and other intermediary state (e.g. path finding, what actions the player selected that should be applied to the next field he selects) ? It's really hard to find examples that go into more detail on how to manage your global state in a "good manner" as to not just having a game-state object and yolo-adding all the stuff you need to it, it just feeld wrong to me. Do I lean too much into doing stuff neatly, architecturally sound?

    submitted by /u/roookeee
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    Where should I look for summer internships?

    Posted: 16 Jan 2020 09:53 AM PST

    I am a sophomore game design and development major at Georgia State University and I am beginning to look for summer work opportunities for this year, but I am not really sure where to look for opportunities that are actually in my field, so any help or advice I can be given would be greatly appreciated.

    submitted by /u/robertm14
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    I really wanted to get into GameDev.

    Posted: 16 Jan 2020 09:22 AM PST

    I started learning Unity3d, made some basic games, but I didn't feel accomplished. Unity does most of the work and I get to code very little without understanding what's actually going on.

    Can you guys suggest me frameworks(any language) that will help me build a game from scratch, It would be awesome if you would tell the reason to choose the framework. ( I want to sharpen my coding skills too. Sorry for my bad english. )

    submitted by /u/R4_4S
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    Percentage of mobile games done in Unity vs Unreal?

    Posted: 16 Jan 2020 09:22 AM PST

    Hey. Quick question, I once saw the comparison but can't find it now. If you could let me know or send the link to the picture i'd be thankfull

    Pretty similar to THIS: https://i.imgur.com/IT41arO.png But for mobile games.

    submitted by /u/roneg
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    Help with remembering a Game Design quote from this subreddit.

    Posted: 16 Jan 2020 07:09 AM PST

    This is gonna be odd but few weeks back I've read a Game Design or maybe it was just design quote in a post in this subreddit and it was something along the lines of ''game design is about the art of reduction''.. or something similar to that, its been on my mind lately but I am getting frustrated because I cant remember the exact quote and its bothering me and my OCD so much.

    Pls send help. Thanks

    submitted by /u/hangun
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    If I want to use Unity for 2D games, I should learn C# right?

    Posted: 16 Jan 2020 12:48 PM PST

    Right now, in my computer science program, we're learning Python. Do I need to learn C# to use Unity? Also, is Unity good for making Android games too or should I learn another language for that? Thanks for the advice, I'm headed to Barnes and Noble in a couple hours to get a book or two.

    submitted by /u/thereturnofgfunk
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