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    Friday, January 31, 2020

    Free Voxelized Terrain Generator from Unity's new Visual Effect Graph samples. The samples are awesome - I've found many of them to be useful in some way, and to understand VFX Graph like an expert.

    Free Voxelized Terrain Generator from Unity's new Visual Effect Graph samples. The samples are awesome - I've found many of them to be useful in some way, and to understand VFX Graph like an expert.


    Free Voxelized Terrain Generator from Unity's new Visual Effect Graph samples. The samples are awesome - I've found many of them to be useful in some way, and to understand VFX Graph like an expert.

    Posted: 31 Jan 2020 06:28 AM PST

    I've created 100+ low-poly nature crop models in 4 growth stages you can use in any project for free!

    Posted: 31 Jan 2020 05:00 AM PST

    Hey! As always, the packs are posted first on my twitter.

    Hope you like them and use them in any project! (If you use them send me screenshots! i'd love to see that)


    If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot!

    Here's my website if you want to check it out, the packs are there too


    Preview


    Includes:

    • 100+ Models(Each crop has 4 stages, every FBX, OBJ and .Blend is included)

    Download


    Past Weeks:


    Textured Buildings

    50+ Character pack

    Ultimate Food Pack

    RPG Items and Icons

    Ultimate Nature

    Animated Tanks

    Modular Dungeon

    Modular Trains

    Animated Alien

    Furniture

    Animated Women

    Animated Men

    Easy Enemies

    Buildings

    Animated Dinosaurs

    Car Pack

    Platformer Pack

    Animated Robot

    Farm Buildings

    Medieval Weapons

    Animated Monsters

    Posed Humans

    Animated Knight

    Farm Animals

    Sci fi guns

    Civilization Buildings

    Animated Fish

    Modular Street

    Ships

    Modular Dungeon

    Spaceships

    Animated Zombie

    Animated Woman

    Animated Man

    Furniture vol.2

    Animated Animals


    License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated).


    If you have any questions or problems tell me, i also have my Twitter DMs open! I'll gladly help as soon as i can. If you want you can follow me on Twitter.

    submitted by /u/QuaterniusDev
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    Godot Engine - Vulkan progress report #6

    Posted: 31 Jan 2020 05:55 AM PST

    *Enhanced* 3DBuzz torrent archive of all video lessons (for the browser/unzipped/complete)

    Posted: 31 Jan 2020 05:59 AM PST

    Several weeks ago when 3dbuzz.com announced they were shutting down and generously giving away for free decades' worth of video tutorials on game dev, modeling and animation, I immediately got to work writing some Node.js scripts to archive the whole thing, guessing (correctly) that the downloads wouldn't stay up for long.

    In the meantime some other torrents got passed around containing all the zip archive files from the site (one of which is listed now on 3dbuzz's homepage). However mine has a few enhancements which could make it a bit more practical for folks wanting to follow the lessons:

    1. Did some work for you.. All of the content is unzipped/merged and organized into appropriate subfolders, so you can choose to prioritize certain video files or subdirectories in your torrent client if you like (or download it all... I appreciate seeds!). Also you won't need 2X the amount of disc space to first download the archives and then unzip them (it's already 220GB if you download this whole torrent... just to create the torrent I had to use a 1TB external SSD to manage all the temporary files, so now you get to avoid that). Note that I got rid of the colons (:) in certain markdown filenames which made unzipping to an exFAT (Windows) filesystem impossible.
    2. Made it easier to find/view lessons in your web browser. I've included a modified version of the 3dbuzz HTML landing page with embedded links to the video subdirectories on your local file system. If you're using a web browser that plays mp4 videos (which you probably are), you can just double-click 3dbuzz.html to open it in your browser, view an index of all the lesson descriptions, navigate to lessons, watch a video, hit back and continue to the next video, etc. I find this a much more intuitive experience for actually consuming the content than clicking through my file explorer and needing to switch between that and VLC constantly.
    3. Fixed some stuff. Although I think the torrent featured on the 3dbuzz site now contains the previously-missing XNA lesson files, they're named and organized according to a different schema than the rest of the archives, so it's a bit confusing to navigate through them (or at least it was for me). In this torrent I renamed and re-organized those files to match with the rest.

    I just want to say thanks, by the way, both to the people at 3dbuzz who made this content available for free and to everyone who's been working to make sure it doesn't get lost (especially those from r/DataHoarder who came together yesterday to help me get this torrent seeded and figure out everything I didn't know about BitTorrent).

    I'll eventually clean up the code I used to do this, but you're probably more interested in the torrent, which you can access with the magnet link below.

    Cheers!

    [FULL 3DBUZZ ARCHIVE TORRENT]

    magnet:?xt=urn:btih:7a4c4e12fade2739d704e99a852b80f5c3c059c8&dn=3dbuzz&tr=udp%3A%2F%2Ftracker.coppersurfer.tk%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.leechers-paradise.org%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.opentrackr.org%3A1337%2Fannounce&tr=udp%3A%2F%2Fp4p.arenabg.com%3A1337%2Fannounce&tr=udp%3A%2F%2F9.rarbg.to%3A2710%2Fannounce&tr=udp%3A%2F%2F9.rarbg.me%3A2710%2Fannounce&tr=udp%3A%2F%2Ftracker.internetwarriors.net%3A1337%2Fannounce&tr=udp%3A%2F%2Fexodus.desync.com%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.tiny-vps.com%3A6969%2Fannounce&tr=udp%3A%2F%2Fretracker.lanta-net.ru%3A2710%2Fannounce&tr=udp%3A%2F%2Fopen.demonii.si%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.torrent.eu.org%3A451%2Fannounce&tr=udp%3A%2F%2Ftracker.moeking.me%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.cyberia.is%3A6969%2Fannounce&tr=udp%3A%2F%2Fopen.stealth.si%3A80%2Fannounce&tr=udp%3A%2F%2Fdenis.stalker.upeer.me%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker3.itzmx.com%3A6961%2Fannounce&tr=udp%3A%2F%2Fipv4.tracker.harry.lu%3A80%2Fannounce&tr=udp%3A%2F%2Fexplodie.org%3A6969%2Fannounce&tr=udp%3A%2F%2Fvalakas.rollo.dnsabr.com%3A2710%2Fannounce 

    P.S. If all you want is the xna-volume-2-part-1 and xna-volume-3-part-1 zip archives that were missing from the original torrent that got passed around, I have a torrent of those files here (if you unzip both archives into a .cache folder you can use them in combination with my code I shared above to produce the same final result.. if you're motivated!):

    [NOTE THIS IS THE MISSING XNA FILES TORRENT NOT THE FULL ARCHIVE]

    magnet:?xt=urn:btih:4f29c9acc9af8dc20df3857d01cee2c868ccf31d&dn=3dbuzz-missing-xna-parts&tr=udp%3A%2F%2Ftracker.coppersurfer.tk%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.leechers-paradise.org%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.opentrackr.org%3A1337%2Fannounce&tr=udp%3A%2F%2Fp4p.arenabg.com%3A1337%2Fannounce&tr=udp%3A%2F%2F9.rarbg.to%3A2710%2Fannounce&tr=udp%3A%2F%2F9.rarbg.me%3A2710%2Fannounce&tr=udp%3A%2F%2Ftracker.internetwarriors.net%3A1337%2Fannounce&tr=udp%3A%2F%2Fexodus.desync.com%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.tiny-vps.com%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.cyberia.is%3A6969%2Fannounce&tr=udp%3A%2F%2Fretracker.lanta-net.ru%3A2710%2Fannounce&tr=udp%3A%2F%2Fopen.demonii.si%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.torrent.eu.org%3A451%2Fannounce&tr=udp%3A%2F%2Ftracker.moeking.me%3A6969%2Fannounce&tr=udp%3A%2F%2Fopen.stealth.si%3A80%2Fannounce&tr=udp%3A%2F%2Fdenis.stalker.upeer.me%3A6969%2Fannounce&tr=udp%3A%2F%2Fipv4.tracker.harry.lu%3A80%2Fannounce&tr=udp%3A%2F%2Fexplodie.org%3A6969%2Fannounce&tr=udp%3A%2F%2Fzephir.monocul.us%3A6969%2Fannounce&tr=udp%3A%2F%2Fxxxtor.com%3A2710%2Fannounce 
    submitted by /u/BENWILEY4000
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    LEAP YEAR and take the 29-Day Game-Dev-Challenge

    Posted: 31 Jan 2020 09:50 AM PST

    2020 is a leap year. That means we get an extra day. How are you going to spend it?

    I don't want to waste it like I normally do. I want to level up my gamedev skills so I am going to take on a 29-day challenge and wondering if you want to do it too. I was inspired by this post about a 29-day challenge from a really cool artist that I follow.

    If you want to try it too here are the rules I am following

    1. EVERY DAY, 1 HOUR - Every day in February do 1 hour of dedicated work on your craft. I am doing level design but you could do pixel art, modeling, shader coding, prototyping, whatever you want. Think about it, by the end of February I will have invested almost 30 hours in my craft. You could also do more time every day but I am more interested in streaks. See my next rule
    2. DON'T BREAK THE CHAIN. This is a practice, not a sprint. So my real effort is in trying not to stop. That is why I am only doing 1 hour a day. I want to make sure I can do it deliberately and consistently. So no skipping any days. I am not even going to consider doing a "2-hour" makeup day. Then that turns into a 3-hour makeup weekend. Nope, just don't break the chain.
    3. SHOW WHAT YOU DID. Hiding your work on your computer does nothing for your skills. Post it on Twitter, Instagram. Whatever. For me, I am am posting my updates to my mailing list because I find I get the most honest feedback there.
    4. SOLICIT FEEDBACK - Actually ask for it. It is hard but it is worth it. Make this a deliberate effort where you take feedback and improve on the next day and the next day and the next. I am going to solicit feedback by including a link to a survey along with the new levels. Here is one I already did. Please don't fill it out unless you play my levels. If a survey is too much, r/gamedev and similar subs has a feedback day. Use it!
    5. REFLECT - Think about your feedback, review the work you did the previous days. Watch how you improve. Also play other games or look at other art (just not during your designated work hour).
    6. DON'T FREEZE UP - Part of making this a practice is not to get scared of the blank page. You know you have to do this for 1 hour. You know it is just practice. Too many people wait to be inspired. Too many people get writers block. With this challenge, know that what you are putting down is probably "crap." but keep going. Keep putting stuff down and you will find your inspiration. If you are still stuck, start by copying a work that inspires you. You will be amazed how your creativity kicks in and you will swerve away from the original and start adding your own flavor. I do it all the time if I am stuck.

    Alright so that is what I am going to do. This starts tomorrow. I am going to get it out of the way first thing in the morning. Let me know if you have questions or if you are going to try it too. Good luck out there. I hope you have a good leap year!

    submitted by /u/zukalous
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    Voxelator - (free) online voxels editing tool I made

    Posted: 31 Jan 2020 12:05 PM PST

    Dissolving Logo With Particles : Unity Tutorial

    Posted: 31 Jan 2020 07:49 AM PST

    Migrating LibGDX game to an Engine

    Posted: 31 Jan 2020 10:34 AM PST

    (I might have asked this before, can't remember...)

    My current project is a Java/LibGDX top down game, and I'm looking to migrate to a Game Engine in order to expand on the design and publish on Steam etc instead of Android.

    I'm looking at Godot and Unity. I've ruled out GameMaker, and have considered Unreal too.

    I must say that I'm not an experienced game developer. I AM an experienced developer, having being professional since 1982, my field being mainly embedded C and 8-bit assembly language development, and I'm perfectly happy with C, C#, C++, Java.. Now that I've retired from that (I'm 'only' 55 though...), I'm looking to develop some games instead.

    I think 3D might be a bit much for me right now, so I'm concentrating on 2D Tilemap based games for a while. I've looked at SFML and Monogame, and they're definitely possibilities.

    Which of the engines handles Tilemaps the best? Which would you recommend for making 2D, tile-based, platformers and top-down games?

    TIA.

    submitted by /u/biffbaff64
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    Some useful localisation tips based on our experience

    Posted: 30 Jan 2020 10:55 PM PST

    Hi all, my name is Ben and I am part of Mighty Bear Games, a games studio based in Singapore. We just launched Butter Royale, a food fight themed Royale game, on Apple Arcade and in 21 languages.
    We though we could share some of our learnings!

    Here's the article: https://medium.com/mighty-bear-games/game-localisation-tips-8cc4e06c141b

    Hope some will find it helpful and please feel free to ask any questions :)
    Ben

    submitted by /u/beneuji
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    Making Game Development Entertaining

    Posted: 31 Jan 2020 10:28 AM PST

    How do I make game development more entertaining? I made/am making a YouTube series called making a developer where I just kind of chronicle making my first video game and most of the feedback I've gotten is "it's entertaining for people who really know what's going on but not for the general audiences. For most people, it's just funny when you mess up once an episode"

    So I'm really not sure what to do with that. Any ideas on how to make game development more entertaining to watch?

    submitted by /u/MarcLaton
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    Gamedev job day. Do you have a minute to talk about gamedev?

    Posted: 31 Jan 2020 04:21 AM PST

    Hello Redditors. I was asked to give a lecture to college students about gamedev jobs. Not just "gamedesigners design, programmers program and artists art" but with some details and examples, so the students could plan their careers somehow. And I'm stuck. Job descriptions in gamedev are a hot mess. I've worked in industry as a game programmer for a few years, and I know who does what more or less, but this is an expirience just from few studios, which can be incomplete and just wrong (like that one time when we were looking for cutscene director, when in fact we wanted cinematics animator)

    So. I want to ask everyone a series of questions:
    1) What is your job title
    2) What do you do on your current gamedev job.
    3) How much what you do differs from what you've been asked in interview.
    4) What was you doing before that and what was your title then.

    submitted by /u/numexprism
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    Up for a challenge? Work on your game or pay a penalty! (iOS app)

    Posted: 31 Jan 2020 12:27 PM PST

    (iOS only, US App Store)

    Hey, I created a gamedev challenge in the SPAR! app. The rules are simple: check-in 4x days a week with something cool that you implemented or learned in gamedev or pay a $3 penalty! The challenge is 3 weeks long. Being a game developer is hard, let's create a small group of people that support each other! Nothing better than a healthy competition to get you motivated :) Here's a link to the challenge (you need to open it on your iOS Device): https://links.getspar.com/pdxt

    submitted by /u/bloodian91
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    27 Free Colorful Menu and UI Sound Effects, right in time for Global Game Jam. Link in comments.

    Posted: 31 Jan 2020 11:48 AM PST

    Gish - Designing An Indie Game Cult Classic [33:59]

    Posted: 31 Jan 2020 11:48 AM PST

    Card Game Power help

    Posted: 31 Jan 2020 10:46 AM PST

    Hello I am making a TCG and I just got done making the cards now I just need to add the power and cost of them but I don't know how to really do that without unknowing breaking the game. If someone could shoot me some pointers id really appreciate it!!!

    submitted by /u/DarkHeroAwesomeMan
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    Is it possible to get QA jobs at GDC?

    Posted: 31 Jan 2020 10:45 AM PST

    I know that there is a lot of recruitment for programmers and artists, but is it actually possible to get something in game QA at GDC?

    submitted by /u/Pehrek
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    "House of cards"-programming - Good and bad Habits

    Posted: 31 Jan 2020 10:43 AM PST

    I've heard that new programmers tend to write code in such a way that it breaks easily.

    I'm entirely new to programming, so I was wondering: what habits should newbs learn straight away, and what habits should we avoid?

    Replies greatly appreciated!

    submitted by /u/Tyveri
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    We are providing some samples of our Medieval Combat Sounds Pack

    Posted: 31 Jan 2020 06:54 AM PST

    Game industry work day: Why 10am-7pm?

    Posted: 31 Jan 2020 10:35 AM PST

    Hi there,

    I've worked at film, feature animation, VFX and video game companies for over 15 years and, while it may just be down to coincidence, I've found that all of the game companies I've worked at like their official work day to be 10-7pm, whereas other types of companies have core hours of 9-6.

    I've always found the 10-7 schedule to be contrary to the new game-company mantra of "work/life balance", particularly for those of us who have families (yes, I realize this is a bit of a self-serving notion). It ensures that you never get to eat dinner with your family and, if you have really young kids, you may not even be able to get home to tuck them in at night.

    I've heard arguments about how game companies are full of young, single people who appreciate the extra time to sleep in after late nights doing whatever it is they like to do, among others. The same argument can be made for most other aspects of the entertainment industry, yet most of the other companies I've worked at have 9-6 as their core hours.

    I've been in the industry long enough that I can demand accommodation to pretty much whatever schedule I want, and my current stint at a triple-A game company is my last, so I'm not thinking about this so much for myself but for those who follow.

    It could be that everyone loves 10-7, I'm the abnormal one, and the discussion is moot. I'm also not advocating that the game industry change if it's all working so well. I'm curious what folks in the industry think about the typical core hours. Good, bad, who cares?

    A.

    submitted by /u/Gray_Hulk
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    Gish - Designing An Indie Game Cult Classic

    Posted: 31 Jan 2020 10:10 AM PST

    Unity is switching to 2 TECH and 1 LTS releases per year (from 3 TECH and 1 LTS per year)

    Posted: 31 Jan 2020 12:53 AM PST

    Should I Plan That Hard?

    Posted: 30 Jan 2020 08:57 PM PST

    So for the first months of my project, I was only planning. Not yet planning planning, but to-do list planning. But then, recently, I'm starting to doubt the necessity of making these lists. So, should I really do a to-do list or just make things that pop-up in my mind?

    Thanks.

    submitted by /u/ExiaDuzz69
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    DOME: The comfortable framework for making games in Wren

    Posted: 31 Jan 2020 03:22 AM PST

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