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    Friday, January 10, 2020

    VVVVVV is now open source!

    VVVVVV is now open source!


    VVVVVV is now open source!

    Posted: 10 Jan 2020 07:21 AM PST

    Hey guys, I've decided to build a resource to help everyone practice their texturing, without having to worry about creating models. Its called the 3D Artist's Coloring Book, and to give back to this amazing community, I'm making it completely free, forever. UPDATE: Whats that? The book is evolving!

    Posted: 10 Jan 2020 08:29 AM PST

    Hey guys, I've decided to build a resource to help everyone practice their texturing, without having to worry about creating models. Its called the 3D Artist's Coloring Book, and to give back to this amazing community, I'm making it completely free, forever. UPDATE: Whats that? The book is evolving!

    TLDR; Open BETA is live! Come check it out and sharpen your texturing skills for free:

    https://courses.stylizedstation.com/p/3dcoloringbook

    Before we get started, A quick intro to the 3D Coloring Book, if you haven't heard of it:

    What is the 3D Artist's Coloring Book?

    The 3D Artist's Coloring Book is a project aimed at curating a library of assets that beginner to intermediate artists can use to practice and sharpen their texturing skills in Substance Painter, or any other texturing software.

    Not everyone can create professional-level assets to practice their texturing skills. This is why I'm creating a book containing tons of ready to texture assets that even a complete beginner can begin practicing with. Simply open the Substance painter file, and start texturing! No need to worry about creating the high poly, topology, sculpting and baking. It's already done for you.

    This book is a collection of my own models, donated models from my community, and CC0 models available online.

    https://preview.redd.it/s20hbfs88z941.png?width=1280&format=png&auto=webp&s=f4c79510f0604178cf7ea94730481b2c292bdc47

    ---------------------------------------

    Hey guys,

    You may remember me from a few weeks ago. I made a post saying I'm working on a resource to practice texturing.

    The post blew up, and I got hundreds of responses and DMs telling me how excited they are, can they donate models/money etc. I realized I was onto something with a lot of potential, so I decided to pour a ton of more effort into the development of this idea.

    Originally, the 3D Coloring Book was just going to be a simple google drive folder filled with assets.
    After some feedback and awesome advice, it turns out thats super clunky and not very intuitive (who would have guessed??)

    SO, after a few weeks of extremely hard work, I've made some MASSIVE upgrades to the 3D Coloring Book.

    • The 3D coloring book is now a full-fledged course (free of course) and hosted on my own personal website. Each 'page' of the coloring book now hosts everything you will ever need for that specific page.
    • Community show and tell! Each page now has a comments section, where you're encouraged to show off how you creatively managed to texture your asset.
    • Categorization: Each asset is now properly organized into 5 convenient chapters:
      • Props
      • Characters
      • Nature
      • Environments & Architecture
      • Sci-Fi & Hardsurface
      • Note: Handpainted assets are available for each chapter, and are marked with the '🖌️🎨' icon :)
    • Life Reference Utility: Each page has a LIVE rendering of each textured asset, so you can rotate, zoom in and inspect the asset's finest details. This is something I wish I had during my studies, so I HAD to take the extra time to get this implemented.
    • Asset Upgrade! I've added a ton of higher quality assets, taking time to make sure each asset is up to the high quality standard that I have set for the book.
    • Massive graphical update: each page is now accompanied by a full graphic with tons of info and images regarding the coloring page, including a handy palette helper, highlighting the main colors that are being utilized in the asset. (Check out the image below for an example)

    Wow! Such graphics!

    I was going to wait until the book was 100% completed, but this community was so helpful with advice and critiques, I wanted to open up beta early and provide you guys will FULL access so you can hop in there and try it out for yourself.
    Again, the sign up is here.

    Future Stuff:

    • I am going to be adding more assets daily, so check in every day to see what new stuff is added!
    • Resources section: Coming soon! I'm waiting to finish the book before I start adding reference images, tutorials etc.. but it is in the pipeline.
    • Assets on a rotating schedule: I'll be rotating assets in and out of the book, so you have a reason to hop in every month and check out what's new!

    Where can I follow you for updates on the 3D Coloring Book?

    I mostly let people know when a new page is live on Twitter, But I'm thinking about starting a subreddit where people can share their work, I can post updates etc... what do you think?

    As always guys, I can't wait to see where this product takes us :) Thanks to this amazing community for its continued support and motivation!

    Thomas

    submitted by /u/Illumii
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    Implemented a draw feature for Oculus Quest where I can draw by using pinch gestures with hand tracking (Full demo in comments)

    Posted: 09 Jan 2020 05:12 PM PST

    I wrote an analysis of estimated revenue data for every game in Steam at the end of 2019

    Posted: 10 Jan 2020 11:25 AM PST

    Back up your game, FREQUENTLY

    Posted: 10 Jan 2020 06:08 AM PST

    This has probably been said a hundred times on this sub, but another reminder never hurts.

    I backup my game pretty regularly, generally once or twice a day. I have had a few corruption issues in the past, but luckily they have been mostly mitigated by my back up habits. Got up this morning to start working and... My event was just gone. Completely gone. After searching for it for a while, nothing came up, so it must of been deleted somehow. Easily 5-6 hours of work. Really annoying, but could of been absolutely devastating if I hadn't backed it up.

    So back your game up, today, everyday, multiple times a day if your method is quick and easy! Multiple hard drives, online storage, whatever! Your hard work is worth spending a little extra time and effort to ensure its safety.

    submitted by /u/Sheolofficial
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    FYI - Unity 2019.3 added some cool 2D lighting stuff! (details in comments)

    Posted: 09 Jan 2020 07:25 PM PST

    Digging and planting seeds

    Posted: 10 Jan 2020 10:55 AM PST

    Fantasy Martial Characters pack, six animated characters

    Posted: 10 Jan 2020 11:11 AM PST

    Art Direction for AAA UI

    Posted: 10 Jan 2020 10:29 AM PST

    Can't create good looking UI

    Posted: 10 Jan 2020 06:17 AM PST

    Whatever I try to make the UI of my game look better, the more I seem to mess it up. Right now it looks like I'm colorblind without any sence of structure .... I've been practicing so much but I don't seem to improve at all xs does anybody have a good guide or tips of making your UI look better?

    submitted by /u/Voylinslife
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    I returned to what I did when I learned gamedev 5 yrs ago: I glitched out Battletoads

    Posted: 10 Jan 2020 08:45 AM PST

    Here's part 2 of my low poly modular dungeon tutorial series. This video covers the modeling of the floor tiles in Blender, and how we can create templates to easily create more variations. . Full video in comments.

    Posted: 10 Jan 2020 06:33 AM PST

    Case study - using comic strips in paid social media campaigns

    Posted: 10 Jan 2020 12:48 AM PST

    Working on a 2D Horror with Field of View & Slow Aim

    Posted: 10 Jan 2020 11:20 AM PST

    Proof of Concept: Rust code in Unreal Engine

    Posted: 10 Jan 2020 02:30 AM PST

    Does Anyone Have a Dissection of Pre-Rendered Backgrounds?

    Posted: 10 Jan 2020 09:47 AM PST

    Games with pre-rendered backgrounds are a bit hard for me to dissect. In this Resident Evil Remake video, upon hacking the camera the Window object and character moves position, but the Pre-Rednered background stays fixed in place. Shouldn't the background be moving as well?

    I was always under the impression that these background were a 2D image texture on a plane that was placed in a way that created depth. Multiple planes could be composited together and the camera is angled so that all the parts seem to line up (even though I assume there's black space where). Then, a final plane would be placed for the player to walk on; positioned to give the illusion of a ground.

    Yet it seems like the image is one fixed background image and not a composition of a few? Theoretically, would hacking the camera and move it around show anything at all? I'm confused because I'm used to a 2D texture still needing a 3D plane to be applied to. But here it seems like the image is the level itself in a way. There's no way to get off center from the image even if the camera is moved. How is that setup then? Is the background even an image file (could you, say, export it as a PNG?) or is it something else?

    I know this way of creating is of course outdated, but it still interests me to figure it all out. Any help or information is appreciated.

    Edit: Also, am I correct in thinking that this way of working became obsolete because because we can use 3D Environments easily? Prior, a 3D modeler would be used to create an environment, that environment would be rendered as an image, and then that image would act as a background? Whereas now we can simply import that 3D Environment directly into an engine. Or were these backgrounds never made with a 3D Environment as their base?

    submitted by /u/Jason_Wanderer
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    Right-to-repair and games that have lost support from the publisher

    Posted: 10 Jan 2020 09:40 AM PST

    Take any game for example that matches criteria 1-4 below and possibly 5:

    1. Popular game with multiplayer (usually involving a master server for listing game servers)

    2. Some form of SDK and/or dedicated server files came with the game

    3. Official support removed at some point, master servers taken down

    4. Bugs remain in the game ranging anywhere from total breakage to annoyance

    5. Publisher still sells the game on Steam/GOG etc (how would this last point affect the position legally)

    I've read and heard that right-to-repair laws can include software such as video games...

    So what would a US citizens rights be when it comes to repairing said game files and either sharing fixes for free, charging a small fee for fixes/updates (patreon model, ebay sales anything). As say a small business/sole proprietorship would charge to fix an old smartphone or console?

    How much of this would be limited by the games licensing when it was released?

    Is there a leg to stand on in court if one pursues this?

    My gut tells me that if a major publisher has the audacity to continue selling/profiting from a game they removed servers, discontinue support and left bugs in than I should be able to fix it and charge for my services/products/hard work.

    Now before i get flamed please be aware I have done more than my fair share of modding and creating free content. What I am pondering is if I could build a small (tiny) business model out of this market gap as a way to find some fullfilment and sustainability from my passions.

    Appreciate anyone with some legal experience and knowledge of the industry that could give me some reading, case examples or general insights. Thanks in advance.

    submitted by /u/garbitos_x86
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    How to create a triggered CUTSCENE: Unreal Engine 4 Tutorial

    Posted: 10 Jan 2020 02:03 AM PST

    KoalaFish Studios is making a game to raise awareness for the fires in Australia!

    Posted: 10 Jan 2020 08:48 AM PST

    Hi there!

    KoalaFish Studios consists of me and my boyfriend, two indie game developers. We're currently working on a game to raise awareness for the situation in Australia. In the game, you'll play as a koala running from the forest fires in an endless runner made with pixel art. We will make the game free, but we're looking for possibilities to urge players to donate to charities helping the cause.

    If you're interested and want to be updated on our process, feel free to join our discord! Your input is very welcome!

    First Background Art Of The Game

    submitted by /u/laupat
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    Tournament highlight video for my game

    Posted: 10 Jan 2020 12:31 PM PST

    Hey all - I've been lurking here for a while, enjoying the game previews and friendly advice! Here's a video I made from some tournaments I ran while showing my game at magfest last weekend. Ignoring the poor video quality and simple editing (it's all I can muster) - what do you think? I need some critical feedback - thanks.

    https://twitter.com/groovecatchervr/status/1215716825620762625?s=20

    submitted by /u/mgstauff
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    RPG Stats Health V.S. Attack

    Posted: 10 Jan 2020 12:30 PM PST

    You've just leveled up, and you have some points to spend on your stats. Which stat should you put your points into? Specifically, how many should go into attack vs into health?

    Lets pretend you have 10 points to spend between these two stats. Lets make a character for each possibility of combinations for spending these points, throw them into a tournament where they each fight each other once, and see how they do. For this experiment, battles are 1v1, there are no crits, no blocks, and no defenses to consider. Each round, both characters attack each other, dealing damage equal to their attack value. As soon as a character has 0 or less health, that character is dead and the one still standing has won that battle. For example: a character with 1 attack and 3 health would defeat a character with 1 attack and 2 health in the second round. They have both attacked twice, dealing 2 damage to each other in total. We will exclude the cases where you only put them into health or attack, as having 0 health or 0 attack will result in losses no matter the opponent.

    Attack Points 1 2 3 4 5 6 7 8 9
    Health Points 9 8 7 6 5 4 3 2 1
    Wins 0 1 2 2 2 1 1 0 0
    Ties 2 4 6 6 6 7 7 8 8
    Losses 6 3 0 0 0 0 0 0 0

    Splitting the points evenly between the two stats seems to have the best results. "Ah!" you say, "but this is not a good representation of stats for an RPG game!" Most rpg games will set characters up to have much more health than attack. This is to ensure that battles last more than 1 round, so you have time to use abilities and see random results have more variance (such as crits or blocks). So, lets do this experiment again, but our character gets 5 health for every 1 point we put into the health stat, while maintaining 1 attack per point spent on attack.

    Attack Points 1 2 3 4 5 6 7 8 9
    Health Points 9 8 7 6 5 4 3 2 1
    Total Health 45 40 35 30 25 20 15 10 5
    Wins 0 2 4 6 8 5 3 2 0
    Ties 1 1 1 1 0 2 3 2 1
    Losses 7 5 3 1 0 1 2 4 7

    The results are the same. Splitting your stat points evenly between health and attack yields the best results. So, when you level up and have points to spend between health and attack, the best one to put points into is the one that has had less points put into it so far (to bring them closer together). Most RPG games will have the character starting with a set amount of health and attack, which is slightly different from this experiment. To apply this concept, use the stat amount you would gain from putting 1 point into health to calculate how many "points" of health the game as started your character off with. Then do the same with attack. Which is lower is where you should put your points. For example: lets say your character has 100 health, 5 attack, and 1 point to spend between the two. 1 point in attack will increase your attack by 1, while 1 point in health will increase your health by 5. Since you already have 100 health, it is as if you have already put 20 points into health. With 5 points into attack, it is as if you have put 5 points into attack. So, your point should go into attack, to bring it closer to the 20 points of health that your character is at.

    I use stat points upon leveling to show this example, but it also applies to any mechanic where there is a choice between stats to improve. (For example, choosing between an item that gives bonus health or attack you can use this concept to determine the better choice.)

    There are a couple of ways to explain why this is. One way is by looking at your effective damage as the multiplication of attack and health. Against an enemy with 1 attack and infinite health, the amount of damage your character will do is attack*health (once the health reaches 0, the attacks stop). So, the effective damage of a character with 5 health and 5 attack is 25, while the effective damage of a character with 1 health and 9 attack is only 9. Making your stats close together, or "Square", yields higher effective damage.

    The second way is to look at how much a percentage increase you are making on your stats when you add one point. If you have 2 attack and 3 health, putting 1 point into attack would increase your attack by 50%, while putting 1 point into health would increase your health by ~33%. Putting the point into attack would be a greater % gain on one of your stats, so that is where it should go (which is the same as trying to "Square your stats").

    So, what does this mean for a game designer who is making an RPG game? It could be a fun aspect of the game that better players will notice and take advantage of while applying stat points to their hero. However, it does have some downsides. Characters (or classes) that want to focus heavily on one stat are at a disadvantage. For the player that realizes this phenomenon, there is tension when they are building their character. Should they put health points into their "tanky" character that has skills that improve with health, or should they try to "Square" their stats and bring their attack up to the same level as their health? This tension could be an interesting part of your game, or an unintentional side affect of how these stats work.

    There are a couple ways that you can remove the downsides of this phenomenon. One way is by designing your class skills around it. Give classes that rely heavily on one stat better abilities than classes that already want to be balanced to make up for their disadvantage. Make abilities that scale off of stats heavily reliant on the stats, so much so that the upside of increasing the "intended" stats of the class outweighs the benefits of keeping the character's stats square. These tricks can work, but they can also be a headache to balance and implement correctly.

    A much easier way to remove the phenomenon of wanting square stats is by increasing stats via % gains rather than flat numbers. So, instead of your character gaining 5 health per health point or 1 attack per attack point when you level up, you could instead have them gain 10% health per health point or 10% attack per attack point. As long as each % gain is the same, putting any amount of points into either stat will yield the same effective damage. The reason this works can be explained by the 2nd reason I outline on why the phenomena of wanting to square stats is: You want to put points into the stat that will have the greatest % gain on it, but if the gain is calculated by % and those %s are the same, then both options are equally beneficial!

    TL;DR: When applying flat stats between health and attack for a classic RPG game, it is most effective to apply stats such that they are the same, or square. If you don't want this in your game, use % gains for stats instead of flat gains.

    submitted by /u/sippingcider
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    The Ultimate Guide to Draw Call Batching in Unity 2020+

    Posted: 10 Jan 2020 04:31 AM PST

    Beginner Tutorial: Space Pirate Trainer VR in Unity.

    Posted: 10 Jan 2020 11:42 AM PST

    I just put out a bunch FREE royalty free music tracks for video games and films

    Posted: 09 Jan 2020 10:12 PM PST

    Varies across a couple of genres but if there are any popular requests for the next pack I'll keep it in mind!

    I'm a music composer and thought I'd share this with the community! Enjoy!!

    DOWNLOAD HERE

    submitted by /u/Nadavcohenmusic
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    Babylon.js Weekly Video: Mystery Demo Tutorial Part 1

    Posted: 10 Jan 2020 11:32 AM PST

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