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    Tuesday, January 14, 2020

    Some of ya'll are really fucking talented

    Some of ya'll are really fucking talented


    Some of ya'll are really fucking talented

    Posted: 14 Jan 2020 02:34 AM PST

    I'm just a musician and can barely draw a stick figure so this stuff is willldddd to me. Absolutely in awe of the talent across this sub and other similar ones. Some of you are going to kill it in the industry one day.

    submitted by /u/Nadavcohenmusic
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    The truth is that many games are held together by duct tape

    Posted: 13 Jan 2020 03:09 PM PST

    How to Draw. Art is a learnable skill.

    Posted: 14 Jan 2020 09:44 AM PST

    Art is not a talent but a learn-able blue collar skill.

    Good art relies on 2 things. Polish and 3d form. Polish is just rule of thumb (not actual study) of color theory, contrast and line weight. Think ittledew. ~Consistency also goes a very long way.

    Good art and technically skilled art are mutually exclusive concepts.

    https://youtu.be/0Mtm29jNTfI?list=PLWDX5YpBb3MS1mdkAvDaeTcHu_E_B6UDI ~An example of making terrible art look good with just color

    Here is an example of a style guide: http://lpc.opengameart.org/static/lpc-style-guide/styleguide.html?fbclid=IwAR3OkB3N4dVlpfl75TQ6wWAv4HsDdTTIxV7qTmQJasPIYMyqw_dY4nCbYeE

    Style guides not only have the benefit of making your art consistent, but they can also do wonders for making the art of hired artists fit in with your existing assets.

    Next up is 3d form. 3d form is the basis for pretty much all technical concepts (besides the finer arts like composition) but the reason why we want it here is for lighting/shading. If your lighting is consistent your art will look much more professional.

    Technical art is iterative. You need to understand 3d form to understand lighting. You need to understand lighting to understand material (how glossy/matte/translucent etc. an object is)

    Some examples.

    3d form -> breaking shapes down into planes -> lighting/shading -> Material theory

    3d form -> adding and carving shapes -> texture

    3d form -> adding/carving shapes -> proportions/measurements in perspective -> orienting your shapes on a skeleton -> applying a line of action to your skeleton -> plumb lines -> anatomy.

    Another thing to keep in mind is that the rules are a guideline, the point is to break them. Knowing them gives you more questions to ask. E.g. knowing some material theory gives you control over what kind of material the object is. Ex2: You can remove your line of action entirely to make a character stiff and robotic.

    Going back to why 3d form is important, https://www.youtube.com/watch?v=ptOi0Y2o2rY Is part 1 of a 4 part video by tim kaminski on how to take a 2d, orthographic drawing and make it 3d. From there you can then use your 3d model to make another drawing in perspective without really needing to know anything too advanced. ~Great example of how these skills can apply to 2d and 3d artists.

    Sources: Some examples of my art: https://imgur.com/a/RzRIPoq

    Youtubers with good material:

    Marco Bucci: https://www.youtube.com/user/marcobucci

    Proko: https://www.youtube.com/channel/UClM2LuQ1q5WEc23462tQzBg

    Ctrl-Paint: https://www.youtube.com/user/ctrlpainter

    Tim kaminski: https://www.youtube.com/channel/UCJJEyB6Wn1X-y1Z29olO79Q

    Books to read: Every book ever made by Andrew loomis, the master and inventor of the loomis method. http://www.alexhays.com/loomis/

    Scott robertsons: how to draw and how to render,

    gnomon workshop is another great place full of resources and tutorials. ~Though expensive https://www.thegnomonworkshop.com/instructors/scott-robertson

    Color and light by james gurney.

    Software: Mypaint - mypaint.org Has some of the most intuitive mouse tools on the market. If you're drawing with a mouse and just getting started this is the software I recommend. Sadly it is missing a lot of features that even ms paint has. Remember, if you're drawing with your mouse you will be a slave to the tools available to you.

    Medibang pro: Another great software with plenty of good tools.

    Photoshop: The powerhouse. 'Nuff said

    Lazy Nezumi: ~Fantastic software used in tandem with other programs

    If you want to work professional in the industry though learn whatever programs are used in house at the studio you want to work for. Art is easy to teach, teaching someone how to use a computer is a pain in the ass. It's really the only requirement in a ton of entry level jobs.

    My last piece of advice is to really explore concepts before moving on to the next. Play and fuck around with your drawings. (play is also a fantastic way to learn), experiment with how lighting and shapes work. Fuck around with materials, etc. etc. ~Your understanding of art will grow faster than your ability to apply it.

    ^ This is also how you learn to draw from imagination. Reference is used to help you understand and apply concepts. Do not use reference as a crutch.

    P.s. Another thing I'd look into is re-using assets. ~This is a concept many videogame devs looks for as it cuts costs and another reason why style guides are important.

    For ex. If you draw in parallel perspective. Every single thing you draw can be replicated across the scene.

    P.P.s. ~Art also has diminishing returns. After you master the foundations the only way to improve is by studying fields outside of art. Anatomy is a fantastic example. You can study biology if you want to focus on monster design, or engineering and physics if you want more technical art or art that feels like it belongs in the real world. etc. etc. You can even focus on math, as the math that is used in 3d renderings can be done by hand.

    P.p.P.s. Copypasta'd this from a comment I made earlier. It's missing some things but I'll edit them in as they come to mind. Hope it helps. For ex. Hand eye co-ordination the palmer method, etc. etc.

    submitted by /u/MailmetotheMoon
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    Lag Compensation in Multiplayer Games (Article + Source Code)

    Posted: 14 Jan 2020 06:07 AM PST

    I've written an article about the lag compensation system used in my game that improves hit detection accuracy in multiplayer games for players with up to 400ms ping time.

    The source code is short and simple and can be used freely in any of your projects.

    The article can be accessed here and the source code is available here.

    submitted by /u/Vercidium
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    Touchscreen navigation in 4D?

    Posted: 14 Jan 2020 10:22 AM PST

    I am working on a game that involves navigating in 4 spatial dimensions; the player view is a 3D hyperplane sliced through the world (kinda like 4D Toys), but which plane it is depends on how you rotate your view vector, and it isn't snapped to the game's internal coordinate grid.

    The aesthetic I'm going for requires making it as easy to perform full 4D rotations as it is to do the regular 3D pitch/roll/yaw rotations, and I've gone through playtesting with a bunch of different basically-workable keyboard control systems to get to one that I think strikes a good balance between "no axis is privileged" and "this is easy to use".

    For porting to touchscreen devices, though, I am having trouble figuring out where to even start. I could just put buttons on the screen that correspond to the keyboard controls, but that seems clunky; there ought to be something more directly suited to the native touchscreen experience. I expect it will require multi-touch gestures of some sort, but I haven't been able to think my way past that extremely broad basis.

    Ideally, all 6 4D rotation planes should be accessible in both orientations, but the game is playable without roll or its 4D equivalent, so I really only *need* 4 bi-directional rotation options, as long as they are roughly equally easy to execute.

    So... any suggestions? What does The Internet think might be ergonomic for this? I don't necessarily need a complete solution right away, just something that works well enough that I can start playtesting and iterating on it.

    submitted by /u/gliese1337
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    Working on a comedic business simulator.

    Posted: 14 Jan 2020 09:52 AM PST

    Games with "eating food as a stat boost"

    Posted: 14 Jan 2020 01:59 AM PST

    Not sure what subreddit would be better to post this in, but do any of you have any games where the 'eating food' aspect really stuck with you?

    I'm looking for games like Dragon's Crown (Where you can eat food after certain levels to gain boosts + Its a mini game)

    https://youtu.be/c-_aKlq_KuU


    Or games like Muramasa the demon blade

    https://youtu.be/DVjrK5-vPkw?t=20


    And now more recently Dungreed.

    https://youtu.be/x87vJHww2_E?t=41


    I have this sick fascination with trying to make / play games with a warm, and inviting "Here you go traveler, please stay a while and list- err.. enjoy your meal"


    I was hoping some of you would open my eyes to some games that have eating food as some part of the game play + visually pleasing art style.

    submitted by /u/SwatHound
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    I finally finished and released my first full game!

    Posted: 13 Jan 2020 10:12 PM PST

    The first time that I looked at an IDE full of code and saw Unreal in all of its glory, I never could have imagined that I could get to this point. I wanted to make this post, not just to brag (although there's definitely a little bit of that) but mostly to let all of the other struggling rookie devs out there know that it is possible to finish and make that project that you really want to make.

    During my project, I hit SEVERAL roadblocks that made me question my ability and resulted in way too many long nights doubting myself and wanting to pack it all in. But, in the end, I finished, not by just wanting to finish, but by working a little bit more EVERY SINGLE DAY. I also set myself a solid deadline and did not let myself push it back or procrastinate. The end was the end, no questions asked, no excuses.

    I'm so excited to have finally gotten to this point and I know that all of you can too, as long as you stay dedicated and keep pushing! In the end, I have an official game available on a major marketplace and a bolded bullet point for my portfolio, and you can too! I hope rambling post proves to some of you that you absolutely can finish, because I know I never thought I could. Good luck my fellow devs and keep making those amazing games!

    submitted by /u/JoeyFatz
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    An article on operant conditioning in game design

    Posted: 14 Jan 2020 10:05 AM PST

    Advice on Tower Defense

    Posted: 14 Jan 2020 07:41 AM PST

    Hello everyone! Hope all of your gamedev endeavors are going well! The game I am working on has a Tower Defense element to it. In the game, enemies will attack the town you live in a couple times a week in-game time. The player will have fair warning to prepare and will gain the resources to build defenses by doing different things around town on the off days. I need some advice on how to keep the gameplay loop interesting and fun to play. Any advice for this along with general Tower Defense tips would be very appreciated. Thank you.

    submitted by /u/richardsureman
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    Blender 2.82 New Sculpting Features & Masks

    Posted: 13 Jan 2020 10:15 PM PST

    Grand Theft Auto 1 Resource file converter

    Posted: 14 Jan 2020 08:53 AM PST

    This might be meaningless, but out of morbid curiosity I've just published a fresh take on the GTA1 resource editing command line tool Fxt2Txt - the original tool, written in the late 90s, doesn't run so well on modern computers.

    While GTA1 modding may well be a thing of the past, it's here for posterity, MIT licensed, and published on GitHub.

    https://github.com/davidwhitney/Fxt2Txt

    Curious if anyone else even remembers any of these tools from the nascent internet and GTA modding scene from back in the day.

    submitted by /u/davidwhitney
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    What do you think the most effective fishing mechanics are?

    Posted: 14 Jan 2020 06:12 AM PST

    I'm currently prototyping different means of fishing within games, and I have a presentation on it at the end of the coming week. What are your favorite models of fishing within games and why?

    submitted by /u/ICECREAM_FOR_ISCREAM
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    New Game Developer need Advice.

    Posted: 14 Jan 2020 11:42 AM PST

    Hello I'm a new Game Developer and I need Advice:
    This is my first game:
    https://play.google.com/store/apps/details?id=com.IslandBoyStudio.IslandBoyImpact
    It's a 3D Adventure Platformer game for Android.I need advice how to improve the game.

    submitted by /u/IslandBoyStudio
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    Diligent Engine v2.4.d is out: MSAA, Queries, Bindless Resources, Automated Unit Tests, Format Validation, new Tutorials and more

    Posted: 14 Jan 2020 11:36 AM PST

    What is the browser games market like?

    Posted: 14 Jan 2020 07:36 AM PST

    In my childhood, online browser games were pretty popular. I can't remember any of the games I would play or even the platform I played them on (I remember that it WASN'T Kongregate).

    Anyway, with the increasing prevalence of Javascript and electron apps/webapps, it seems like install-free applications could be very popular.

    Are they? Is this an interesting market to anyone else? Is there even a market for these games anymore? I've become very interested in Javascript lately (sign of the cross, God forgive me) and thought it might be fun to make online browser games with html5 and node.

    submitted by /u/Narcmage
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    CREATE AWESOME 2D STAR: Using Shader Graphs and Particles Mix (Unity 2019.3 Tutorial)

    Posted: 14 Jan 2020 07:30 AM PST

    The steps we took to try and get our mobile game featured

    Posted: 14 Jan 2020 07:15 AM PST

    Do you recommend Early Access ?

    Posted: 14 Jan 2020 10:54 AM PST

    I'd like to get your experience with Early access release!

    - How does it affect your release strategy? Do you still have a "launch" when you end the early access stage?
    - Does the press care about early access games ?
    - Got any tips?

    We struggle right now between multiple option for the release of our game "Sacrifice Your friends", schedule for mid-March 2020. While most of the gameplay is ready, we'll need another 6 months to finish the story mode and truly polish the game. We have 5 short campaigns planned for the game, but only 2/5 will be ready for March with only little polish. So at this point we hesitate between :

    A. Release in Early Access, with regular updates. That would be more honest with the player as many improvement will be added in the following months.

    B. Release the game "as is" in March, with 2/5 of the campaigns, but indicate clearly our roadmap including multiple free updates in the coming months.

    We ignored the option of postponing the release for now as we try not to extend our pre-release budget for the game.

    Sacrifice Your Friends is a party brawler in the universe of HP Lovecraft. While I know a lot of time expensive survival games have had great success on early access (Rust, Factorio, The long dark), I don't know how a short party game, with repeatable arena mode, would perform in early access.

    Thanks a lot for your input and advice!

    submitted by /u/CaptLapadite
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    I don't get how 240p games scale to 1080p so good!

    Posted: 14 Jan 2020 06:54 AM PST

    Vlambeer games and loads of other pixel art styled games have a height of 240 in game.

    1080 ÷ 240 = 4.5

    Wouldn't x4.5 mean that ever 5th pixel is half the size on average?

    Is there something I'm missing. The pixels are not all fully scaled together are they?

    submitted by /u/vegan_bloke
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    Simple and old Lunar Lander, re-done in python with Pygame

    Posted: 14 Jan 2020 10:38 AM PST

    Making of A Fake Game (ENG/ESP)

    Posted: 14 Jan 2020 10:21 AM PST

    Hey guys, I'm working on a new tutorial playlist showing how to develop VR content using UE4. If you don't know where to start and fancy making something this might help you get started.

    Posted: 14 Jan 2020 10:12 AM PST

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