Interpolating pixelart animation with AI. App that turns low-framerate sprite into smooth animation. |
- Interpolating pixelart animation with AI. App that turns low-framerate sprite into smooth animation.
- Created this Weapon Design Demo while working on our game
- Voxel Spaceship collection (Link in comment)
- What is the best way to promote your game?
- An Exile Squadron Post-mortem
- Sword combo animation for my game - I wanna know why does it look so bad. I appreciate any feedback and examples of games I can look at to find inspiration.
- Experienced programmer here, where should I dive in to learn a little animation to expand my skill set?
- A free package of assets for a platform game. Links In the comments
- Map design, for my game(still in development)
- Is there any company out there that shoots game trailers?
- What sort of GPU do you require in your laptop for the games you create?
- Babylon.js Weekly Video: Mystery Demo Tutorial Part 3
- Slowing things down or speeding them up within Unity!
- This old man has no customers anymore, so please add him into your game! (Link in the comments)
- ECS manager meshes and rendering
- Looking for tips to flesh out early game in my survival/crafting UI based RPG
- Part 4 of my low poly modular dungeon tutorial series will cover how to assemble the floor tiles to create a variety of rooms quickly with just a few assets. Full video in comments
- Game Engine editor interaction with scene
- Construct 3 Open Weekend for this years Global Game Jam
- What are some good ways to make NPCs feel more “alive” and dynamic?
- C# or C++?
- I "Finished" Creating A Game Engine Programming In C++ Tutorial Series And Would Like Feedback For The Postmortem And Future Series
- It's safe to reference other art in game that gonna be published in Google Play?
Interpolating pixelart animation with AI. App that turns low-framerate sprite into smooth animation. Posted: 24 Jan 2020 01:36 AM PST
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Created this Weapon Design Demo while working on our game Posted: 24 Jan 2020 07:15 AM PST
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Voxel Spaceship collection (Link in comment) Posted: 24 Jan 2020 06:34 AM PST
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What is the best way to promote your game? Posted: 24 Jan 2020 09:50 AM PST I've heard about the usage of discord/e-mail list/dev logs and so on. But I was wondering which way of promoting your games worked best for you guys. [link] [comments] | ||
Posted: 24 Jan 2020 08:49 AM PST
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Posted: 24 Jan 2020 10:50 AM PST
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Posted: 24 Jan 2020 08:19 AM PST Hello, I am building games for my portfolio right now,l and my wheelhouse is programming. My favorite games are RPG adventure and action adventure games. I want to be valuable to larger projects and teams. I know my advantage is programming. However, if I want to showcase my talents, I feel like I'm limited by my lack of animation experience. Is it worth it to dive a little into animation? How do other programmers/artists/designers handle weaknesses in other areas? Just to put a bow on this question, I have an educational Maya license. I have enough free time but I want to spend it wisely. [link] [comments] | ||
A free package of assets for a platform game. Links In the comments Posted: 24 Jan 2020 10:09 AM PST
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Map design, for my game(still in development) Posted: 24 Jan 2020 09:42 AM PST
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Is there any company out there that shoots game trailers? Posted: 24 Jan 2020 10:22 AM PST Is there any company out there that shoots game trailers? If not thats a wide open lane with a large demand. As a solo dev I'm spending all my time trying to build the coolest mechanics i can build. Things that feel good more than look good. I am no video editor, I don't know how to frame things to make them look good and sync them with the perfect audio drops. Is there any teams or individuals who do that kind of service? If not do you guys have any resources on shooting a good trailer. Or and advice? I'm definitely open to paying for a quality trailer. Any advice would help thanks. [link] [comments] | ||
What sort of GPU do you require in your laptop for the games you create? Posted: 24 Jan 2020 10:19 AM PST Hi guys and gals. Just wondering how intensive a gpu one may need for programming in Unity etc at a university level. Other than that, what gpu do you feel you need in your laptop and why? [link] [comments] | ||
Babylon.js Weekly Video: Mystery Demo Tutorial Part 3 Posted: 24 Jan 2020 11:46 AM PST
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Slowing things down or speeding them up within Unity! Posted: 24 Jan 2020 11:34 AM PST Here's a useful and concise tutorial on how to adjust real time in Unity, within game play, to speed up or slow down the game! Think Bullet Time or Fast Forward! [link] [comments] | ||
This old man has no customers anymore, so please add him into your game! (Link in the comments) Posted: 24 Jan 2020 12:05 PM PST
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ECS manager meshes and rendering Posted: 24 Jan 2020 11:31 AM PST Hello I am writing simple 3D game engine using c++ and OpenGL. I have simple ECS implemented, and now i am working on renderer system. Earlier , before implementing ECS I had class Mesh that loaded vertices , indices, normals.... from file, and built VertexArray. The class has function render. Well after implementing ECS i have few problems/questions. I read that components should have almost no functionallity, so i wonder if following idea on renderable component is good. Model loader should fill those data, and Renderer system would build Vertex Array of those data.Does it make sense? Or maybe model loader could load data, create Vertex Arrays , move them to Asset Manager. Renderable component would look something like this. So when i need to fill component it gets pointer to Vertex Array from asset manager. [link] [comments] | ||
Looking for tips to flesh out early game in my survival/crafting UI based RPG Posted: 24 Jan 2020 11:13 AM PST I'm currently working on a UI based game heavily focused on survival and crafting. The game features a login system, a shared zone/biome-system and an auction house. The basics are already set up and now is the time to add content for early gameplay. My idea is that you start pretty much naked with no weapons or clothes. Your first task will be to gather food to stay alive, find basic resources and craft som early primitive tools etc. Think "Primitive Technology/Skills" youtube channels, and then work your way up through a pletora of skill trees, unlocking newer technologies etc. I'd be happy if you came with some suggestions on what a new player could do early game (gather, craft, survival elements etc), depending on which biome a player spawns in etc. For example: Make bark sandals, sharpen a stone and use it with a tree branch to make a primitive stone axe. Search for food (berries, mushrooms, kill rats, crabs). I have some restrictions on what type of resources, animals that exists in a specific biome and so on. Anything is appreciated! [link] [comments] | ||
Posted: 24 Jan 2020 06:13 AM PST
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Game Engine editor interaction with scene Posted: 24 Jan 2020 10:57 AM PST Hello I am writing simple 3D game engine using C++ and OpenGL for educational purposes. I want keep it really simple, as I am not very experienced programmer yet. So right now my engine has single pieces like the tools for generating/brushing terrain, simple entity component manager, simple GUI system and so on.Now I would like to put those pieces together in editor. But i am not sure how that editor should interact with scene, or even how to design such an editor. My only plan is to put tools for terrain editing , animation and so on in separate editors. Then i would have something like editor manager. That would control which editor is currently in use. Lets say that I would press button create terrain entity, so editor manager would create instance of the terrain editor, in the terrain editor all needed widgets are created. After finishing the entity editing, the entity would be pushed to the scene, and all gui for editing is destroyed. I know it is not great solution, I only wonder if my plan makes any sense. [link] [comments] | ||
Construct 3 Open Weekend for this years Global Game Jam Posted: 24 Jan 2020 05:56 AM PST
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What are some good ways to make NPCs feel more “alive” and dynamic? Posted: 23 Jan 2020 10:37 PM PST So I've been working on a kind of medieval life simulator Dwarf Fortress-like game for a while, and I've hit a bit of a snag. Essentially, as part of the whole simulation thing, I have a bunch of moving NPCs and living game pieces that are always doing stuff and interacting with each other, even when they are off screen and the player isn't there to see it. This actually works great at the moment and gives some really cool effects where the player can wander in on a fight in progress or a dynamic NPC interaction they weren't a part of, Far Cry tiger vs. guard style. It helps the world feel alive and like stuff can happen without you. However, I've begun to feel like my NPCs are still too "gamey" and don't feel like actual people who live in the game's world. The goal of my simulation is to make it fun to just watch the world play out and the NPCs interact with each other, but right now my NPCs just aren't interesting! They all have names and different appearances and everything, but the way they talk and act is just kind of... boring and not really interesting for the player to watch. They talk to each other and the player, and kind of mill around and do their own thing, but I feel like their behavior isn't complex or interesting enough to make them fun to watch or interact with. I want to make them feel different from each other and more "alive" rather than stiff conversation objects who hand out quests like in MMOs. Hence my question: what ways have you found as game devs to help lend a sense of sentience and personality to your NPCs? What are some tricks or tips to make them feel more alive and interesting to interact with? I have thought about trying something similar to Dwarf Fortress's thoughts, moods and likes/dislikes system, or maybe something like Far Cry and Assassin's Creed where there are different NPC factions that act differently and interact in fun and unexpected ways. Any tips and advice is appreciated! :) [link] [comments] | ||
Posted: 24 Jan 2020 05:18 AM PST From what I've read online C++ is the go to language for game development. What makes it better than C# and will C# ever be the 'go to'. Does it depend on the project you are working on? [link] [comments] | ||
Posted: 23 Jan 2020 02:52 PM PST Back in July of 2017 I started posting a series of videos under the premise that "teaching is the best way to learn." The premise what that I would read through the book "Game Programming In C++ Start To Finish" written by Erik Yuzwa and then adapt the information from said book into a video format. I now know that this was a terrible, terrible idea. The code in the book was practically unusable., the software was out of date, and the version of OpenGL that it was using was already depreciated by the time I started my videos. I knew this going in. I further knew that attempting to get into game development via learning to program a game engine is the dumbest and hardest possible way to do so. But I thought then, and I still think now, that my game ideas don't properly fit in any framework provided by current engines. I now know that I could have simply make a scaled down version of my ideas, refined them, learned how to code, and THEN learned how to make an engine that fit their needs, but at this point I'm 10 years in and I'm not backing down now. So here's what I'm here to ask. If you have some spare time, could you give some or all the my tutorial series a watch, and tell me just how badly I messed everything up? I'm looking for critiques like "this part was to fast" "this part was to slow" "To little information given here" "Should have mentioned where you got this or that resource" "Should have sited your sources for this" etc. All the criticisms will be cataloged along with my own criticisms of myself into a postmortem video. Then. Well. Then I'm going to try again. With a new book this time. One that I think will actually help me this time: Game Engine Architecture 2nd Edition by Jason Gregory. Also, if you have other books that you know to be excellent resources for building a good cross-platform game engine in C++, let me know so I can take a look at them. Also if there are any other series that cover the same topics, let me know about that too. I'll also be looking at the lists of books and series that already exist on this subreddit and others. Thanks in advance for any help you can provide! [link] [comments] | ||
It's safe to reference other art in game that gonna be published in Google Play? Posted: 24 Jan 2020 08:23 AM PST I have some text names and references to Undertale (no sprites or sounds), and I am worry, will Google ban my app for "copyright violation"? [link] [comments] |
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