Gamasutra - Blizzard automatically owns any and all Warcraft 3: Reforged custom games - modders essentially screwed over |
- Gamasutra - Blizzard automatically owns any and all Warcraft 3: Reforged custom games - modders essentially screwed over
- Game AI Pro 3 is now available for FREE
- I got approached to license one of my game, how does it work ?
- Free Texture Pack: Wood (link in the comments)
- These are the main cast of the project I’m going to be working on. They’re all the same fantasy species and all that, but I’ve been told by some friends that they look the same. I don’t know if I should change their designs or not so I’d like to hear your thoughts
- References for making 90s game?
- Godot vs Unity for 2D development (I've read the FAQ but need some guidance)
- New AirConsole Game Dev Competition in time for the Global Game Jam 2020: Create a local multiplayer game that uses smartphone controllers and win up to 5000USD. Developers keep all the rights to their game and can launch it in our store afterwards.
- Petition: Unity, please focus on EDITOR performance/stability for an entire 0.1 version!
- Best options to stream Twitch Plays games 24/7?
- Is there any real reason to use a text adventure language like Inform or TADS over a standard language like C++?
- How to handle changeable armor? 2D
- Environment Artists - How fast are you at modelling?
- How to create smooth movements in canvas games?
- My sacrifices for Nintendo Switch and Optimisation Tips
- SDL2 Bullet Hell, how to get multiple instances of a bullet ?
- A little testing.
- How can I find out which Direct3D/OpenGL/OpenCL/Vulkan version a program is using?
- How do I share my work with potential employers?
- Request for discussion: Features for a community useful LBE VR SDK
- Tree Models in Games
- Want to be a game developer, which degree should I choose? (does it matter?)
- How do you go about implementing health bars?
Posted: 30 Jan 2020 02:26 AM PST
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Game AI Pro 3 is now available for FREE Posted: 29 Jan 2020 05:25 PM PST
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I got approached to license one of my game, how does it work ? Posted: 30 Jan 2020 10:54 AM PST Hello, I'm a student, I've done a few game jams projects and put them on itch.io, often playable directly on the web page. I recently received a mail from someone working for a web games website who would like to purchase a non-exclusive license for one of my games to put it on the website. They haven't gone in any details yet, haven't raised any price but asked what would be mine, and asked if I'd be interested. I am, but I've never sold a game and never been in a similar situation before, so I don't really know where to go from there, I have a lot of questions before answering to the mail, and I thought I'd ask for advice here.
I know there's a VideoGameAttorney browsing the sub, but currently I'm more looking for general advice than specialized ones, I'd also be interested by opinions of people sharing a similar experience than mine and how it went for them. Thanks you! [link] [comments] | ||
Free Texture Pack: Wood (link in the comments) Posted: 30 Jan 2020 12:05 PM PST
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Posted: 30 Jan 2020 11:53 AM PST
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References for making 90s game? Posted: 30 Jan 2020 12:29 PM PST A lot of horror games take place in 90s. A good indie example is Project Zomboid. My question is what would be the best place for reference images / photos of different objects (whether furniture, cars, clothes, etc) from the 90s? I have a very hard time with Google on this one. Surely there must be some kind of database / archieve / advanced search engine for that? So I can finally make my 3D models. [link] [comments] | ||
Godot vs Unity for 2D development (I've read the FAQ but need some guidance) Posted: 30 Jan 2020 07:55 AM PST Hey all! I'm hoping this post doesn't ruffle any feathers. I'm looking to start creating games as a hobby. I'm currently taking a pixel art course and within the next couple of days will be looking for a suitable engine to use. Currently it seems as if Unity is the engine I'm leaning towards, but I couldn't help but notice Godot received a decent update recently and that got me thinking. For 2D development, does one stand out over the other? From the dabbling that I've done in Unity it seems there is a huge community and it has great resources for learning. As I'm someone who has no coding experience, this is huge. However, within conversation of the latest Godot update, plenty of people are saying that Godot shines in 2D development, and the GDscript language is fairly straight forward to learn. At the end of the day I'd like to create and publish games (as basic as they may be) but I also want to scale my own skills. I don't want to commit to Godot for game making only to realize that yes it is Open Source, but the community is small, only to have to learn Unity and vice versa. Any help is greatly appreciated! [link] [comments] | ||
Posted: 30 Jan 2020 04:49 AM PST
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Petition: Unity, please focus on EDITOR performance/stability for an entire 0.1 version! Posted: 29 Jan 2020 11:22 PM PST
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Best options to stream Twitch Plays games 24/7? Posted: 30 Jan 2020 09:24 AM PST Hi, I've been working on a Twitch Plays game for several months and it's close to going live 24/7. Atm I only stream from my PC while I'm at work. The game is streamed on Twitch. Viewers can control it via chat commands. Requirements: - Win 10 / DirectX - GPU for shader support (2D game with shaders for day/night cycle, animations and some other visual fx) + FullHD streaming (Streamlabs OBS) Options: - buy a cheap PC and stream from home (PROs: easy access, probably low running costs, CONs: uses my internet traffic) - rent a GPU powered server (PROs: access from everywhere, no traffic used, CONs: very expensive afaik) - ? So what is the best way to have the game running 24/7, at a relatively low cost? Are there any other possibilities I didn't even think of? If I stream from home, what kind of PC should I get? Are there any affordable servers to rent? Thanks in advance! Cheers, BC [link] [comments] | ||
Posted: 30 Jan 2020 12:41 PM PST Assuming one is already versed in C++, is there any point in using a text adventure specific language? What exactly do they offer that a standard language doesn't? [link] [comments] | ||
How to handle changeable armor? 2D Posted: 30 Jan 2020 12:37 PM PST So I'm trying to get back into game dev took a course whilst at college and didn't do much after as it was all based in XNA, now I've been learning unity and want to make a 2d RPG to test and improve my development skills. I'm curious as to how to handle changing armor and weapons, only thing I can think of is having sprites for every possible combination but this seems inefficient and long winded. Any links to tutorials or similar would be greatly appreciated! TIA [link] [comments] | ||
Environment Artists - How fast are you at modelling? Posted: 30 Jan 2020 09:56 AM PST Title. I was watching a video of someone modelling a Pagoda Roof and they took roughly 10 minutes just to model it. Something like that would have taken me 2 hours to do (I took a course and practised full time for a few months). My question is, how fast do Environment Artists have to work in the games industry? I remember my course tutors blasting through model after model and I'm worried I won't be able to keep up, even with practise. [link] [comments] | ||
How to create smooth movements in canvas games? Posted: 30 Jan 2020 02:44 AM PST
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My sacrifices for Nintendo Switch and Optimisation Tips Posted: 30 Jan 2020 07:50 AM PST
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SDL2 Bullet Hell, how to get multiple instances of a bullet ? Posted: 30 Jan 2020 11:13 AM PST Hey guys, I'm making a BulletHell game using SDL2 libraries and C++. I've got player movement and collision done. But I'm having trouble getting multiple bullets on the screen. I currently have only one, and can shoot only one bullet at a time. I know I should make Bullet class and create more bullets using arrays(or vectors) and loops, but I kinda got stuck on that part. I don't seem to understand how should I iterate trough the loop to initialize the sprite and how I should iterate to calculate the collision of the instances and how I should render those bullets when they appear on screen. Here is the code for the Gamestate Play and how it looks now. https://gist.github.com/cogile1312/b57ed4c4238aa08958a66160b8872498 Any help is kindly appreciated :) [link] [comments] | ||
Posted: 30 Jan 2020 10:42 AM PST
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How can I find out which Direct3D/OpenGL/OpenCL/Vulkan version a program is using? Posted: 30 Jan 2020 04:16 AM PST | ||
How do I share my work with potential employers? Posted: 30 Jan 2020 09:23 AM PST I'm a CS student and have been programming in Java for years, but started learning C# and Unity a few months ago. I'm at a stage in Unity where I don't have finished projects but have lots of proofs of concept for things I've picked up so far. Things like procedural 2D terrain generation, isometric generation, basic RTS mechanics. Are these basic demos worth sharing with potential employers for internships? How would I do that? [link] [comments] | ||
Request for discussion: Features for a community useful LBE VR SDK Posted: 30 Jan 2020 09:03 AM PST Hello - and apologies if I'm posting this incorrectly on the forum. Long time member, but first time poster. I recently took the role of CTO at Sandbox VR and one of my hopes is that we can open up our locations to community development. In short, make a thing and then it will just "just work" in our stores and users can use it. Obviously there would be economic justification and incentive (like any app store) but this is right at the start and would love to hear from people what they think an effective and useful community SDK would look like for location based VR. For example, would it be helpful if it were open source? There are certain things that we'll have to build from scratch likely (like an IK solver for example) and we want to be able to support engines like Unity, Unreal and Native development but are there other targets that we should think about? Also, and here's the flame-war question, C++ or Rust? Obviously we'll wrap everything to the preferred language of the target engine, but the Rust vs. C++ question has been something I've had trouble deciding. Appreciate any and all feedback - and again, if this post is deemed too solicitous please feel free to flag it / take it down / let me know and I'll delete it. Not my intention to 'seek' attention, really looking to make this SDK helpful to people and not just a check mark on the company's website. [link] [comments] | ||
Posted: 30 Jan 2020 06:44 AM PST Sometimes in game development there is a need for adding many different varieties of tree models in order to make the scenery look good. I know there are ways of procedurally generating Trees with l-systems and more but could anyone help me find out how is this process done in a real game development studio or in an animation studio? Anybody working in a game development or animation studio, working on Trees and outside environments have some time to answer some questions (small interview kind of 10-15 mins). Or maybe reply with a quick process overview? Is the classic L-system way of generating trees still used and is it a good enough model? I have been trying to find more papers or other ways of doing procedural tree generation for my University Dissertation but there are limited number of methods and papers on the subject and some results I found online don't seem to give enough details about their underlying methods. [link] [comments] | ||
Want to be a game developer, which degree should I choose? (does it matter?) Posted: 30 Jan 2020 08:47 AM PST Hello developers of reddit, I am a spanish (specifically catalan) student and next year I have to choose university and I am interested in becoming a game developer. The thing is that there is a specific degree for game development which covers different things like game engines, marketing, business management, etc. I know that you can learn how to make games from home (and I have made some little projects of my own), and that's why I want to ask you if I should go to this degree for the extra knowledge they can give me or if i should pick something like computer science to have a broader knowledge. Tell me about your own experience and any advice would be very appreciated! :) Edit: Forgot to say that I want to be an indie developer and have my own little company. Edit: I am interested in the programming aspect of game making (damn i keep forgetting things today). [link] [comments] | ||
How do you go about implementing health bars? Posted: 30 Jan 2020 05:55 AM PST My idea would be to make 101 images in one sprite sheet, each corresponding to 1/100 of the health bar. (including zero). Then assign each position in the spritesheet to an array of [0]-[100]. When a player or other object takes damage it subtracts incurred damage from the array and displays the new position in the sheet as the health bar. Is this reasonable or is there a less clunky way of doing it? Making 101 individual health bars takes a bit, and the sprite sheet image would be fairly massive. [link] [comments] |
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